private void Awake() { if (_intance == null) { _intance = this; DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); } }
// Use this for initialization private void Start() { bulletGO = Resources.LoadAll <Rigidbody>("Prefabs/Bullets"); if (bulletGO == null) { enabled = false; } mRig = GetComponent <Rigidbody>(); pTrans = GameObject.Find("Player").GetComponent <Transform>(); pPlayer = GameObject.Find("Player").GetComponent <Player>(); puntos = GameObject.Find("Canvas").GetComponent <ControladorDePartida>(); switch (type) { case TipoDeEnemigo.Debil: vida = 1; velocidad = 1; puntaje = 1; tiempoDeDisparo = 1f; shootSpeed = 10f; transform.GetComponent <Renderer>().material.color = new Color(1, 0, 0, 1); break; case TipoDeEnemigo.Normal: vida = 2; velocidad = 2; puntaje = 2; tiempoDeDisparo = 3f; shootSpeed = 20f; transform.GetComponent <Renderer>().material.color = new Color(1, 1, 0, 1); break; default: vida = 4; velocidad = 4; puntaje = 4; tiempoDeDisparo = 1f; shootSpeed = 50f; transform.GetComponent <Renderer>().material.color = new Color(1, 1, 1, 1); break; } mRig.AddForce(transform.up * -1 * velocidad, ForceMode.Impulse); }