// Use this for initialization void Start() { _characterController = GetComponent <CharacterController>(); _inventory = GetComponent <Character.Inventory.Inventory>(); _characterHealth = GetComponent <CharacterHealth>(); _characterHealth.HealthChange += Notify; _inventory.InventoryChange += Notify; trackEnnemy = false; _playerDistance = 150; _playerToChase = 0; _enemyDetectionRange = 10; _enemyAttackRange = 4; waitFrameToAttack = 0; waitFrameToWalk = 0; randomX = 0; randomY = 0; //to generalize (detect if normal mob or boss) if (GetComponent <BossNecromancer>() != null) { enemyIsBoss = true; _bossNecromancer = GetComponent <BossNecromancer>(); } else { enemyIsBoss = false; } if (enemyIsMinion) { gameObject.SetActive(false); } }
// Use this for initialization void Start() { _characterHealth = GetComponent <CharacterHealth>(); _inventory = GetComponent <Character.Inventory.Inventory>(); phaseThreeStarted = false; firstSummon = false; secondSummon = false; }
private void Start() { Joystick = new Joystick(PlayerNumber); _characterController = GetComponent <CharacterController>(); _characterInteraction = GetComponent <CharacterInteraction>(); _inventory = GetComponent <Character.Inventory.Inventory>(); _characterHealth = GetComponent <CharacterHealth>(); _characterLight = GetComponent <CharacterLight>(); _characterHealth.HealthChange += Notify; _inventory.InventoryChange += Notify; }