float timer; // Timer for counting up to the next attack. void Awake() { // Setting up the references. player = GameObject.FindGameObjectWithTag("Player"); sentry = GameObject.FindGameObjectWithTag("Sentry"); playerHealth = player.GetComponent <PlayerHealth> (); sentryHealth = sentry?.GetComponent <SentryHealth>(); sentryComp = sentry?.GetComponent <Sentry>(); enemyHealth = GetComponent <EnemyHealth>(); anim = GetComponent <Animator> (); }
bool isDead; // Whether the sentry is dead. void Awake() { // Setting up the references. part = GetComponent <ParticleSystem>(); sentryAudio = GetComponent <AudioSource>(); sentryComp = GetComponent <Sentry>(); playerSentry = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerSentry>(); // Set the initial health of the sentry. currentHealth = startingHealth; }