public override void Initialize() { base.Initialize(); originTransform = transform.position; originx = transform.position.x; leftx = originx - 4f; rightx = originx + 4f; //player = GameObject.Find("Player"); enemyAnim = GetComponent <Animator>(); rb = GetComponent <Rigidbody2D>(); coll = GetComponent <CapsuleCollider2D>(); defenceComponent = GetComponent <DefenceEnemies>(); if (transform.localScale.x > 0) { faceRight = true; } else { faceRight = false; } //初始化速度 speed = 1f; seekSpeed = 2f; originSpeed = speed; originSeekSpeed = seekSpeed; toRightVelocity = new Vector2(speed, jumpForce); toLeftVelocity = new Vector2(-speed, jumpForce); //脚下检测点偏移量 leftV = new Vector2(-0.3f, -0.55f); rightV = new Vector2(0.3f, -0.55f); }
//public SharedFloat lastAttackedTime; public override void OnStart() { base.OnStart(); //slimerAnim = GetComponent<Animator>(); defenceComponent = GetComponent <DefenceEnemies>(); movementComponent = GetComponent <MovementEnemies>(); }
public override void Initialize() { base.Initialize(); originTransform = transform.position; originx = transform.position.x; leftx = originx - 4f; rightx = originx + 4f; //player = GameObject.Find("Player"); enemyAnim = GetComponent <Animator>(); rb = GetComponent <Rigidbody2D>(); dashColl = GameObject.Find("DashColl").GetComponent <Collider2D>(); dashColl.enabled = false; attackComponent = GetComponent <AttackEnemies>(); defenceComponent = GetComponent <DefenceEnemies>(); //确定朝向 if (transform.localScale.x > 0) { faceRight = true; } else { faceRight = false; } //初始化速度 speed = 2f; seekSpeed = 3f; originSpeed = speed; originSeekSpeed = seekSpeed; toRightVelocity = new Vector2(speed, jumpForce); toLeftVelocity = new Vector2(-speed, jumpForce); //脚下检测点偏移量 leftV = new Vector2(0f, -2.1f); rightV = new Vector2(2f, -2.1f); //boss无法被轻易眩晕 isUnStoppable = true; //疲劳状态CD statusCD = 5f; }
public override void OnStart() { base.OnStart(); defenceComponent = GetComponent <DefenceEnemies>(); attackComponent = GetComponent <AttackEnemies>(); }