예제 #1
0
    void Start()
    {
        spriteRenderer   = this.gameObject.GetComponent <SpriteRenderer>();
        soundSource      = GetComponent <AudioSource>();
        soundSource.clip = soundEffect;
        switch (type)
        {
        case PowerUpType.Health:
        case PowerUpType.Shield:
            healthHandler = GameObject.FindObjectOfType <HealthHandler>();
            break;

        case PowerUpType.Super_Edginess:
        case PowerUpType.Points:
            edginessHandler = GameObject.FindObjectOfType <EdginessHandler>();
            break;

        case PowerUpType.Bullet:
            polyShooter = GameObject.FindObjectOfType <PolyShooter>();
            break;

        default:
            Destroy(this);
            break;
        }
        powerUpManager = GameObject.FindObjectOfType <PowerUpManager>();

        StartCoroutine(FadePowerUp());
        Invoke("DestroySelf", 10f);
    }
예제 #2
0
 // Start is called before the first frame update
 protected virtual void Start()
 {
     soundSource      = GetComponent <AudioSource>();
     soundSource.clip = soundEffect;
     player           = GameObject.FindObjectOfType <PlayerMovement>().transform;
     edginessHandler  = GameObject.FindObjectOfType <EdginessHandler>();
     healthHandler    = GameObject.FindObjectOfType <HealthHandler>();
 }
예제 #3
0
    // Start is called before the first frame update
    void Start()
    {
        biggerBullets    = false;
        soundSource      = this.gameObject.AddComponent <AudioSource>();
        soundSource.clip = soundEffect;
        shootLock        = false;
        foreach (Transform child in transform)
        {
            childVertices.Add(child);
        }
        bulletPrefab     = Resources.Load <GameObject>("Bullet");
        edginessHandler  = GameObject.FindObjectOfType <EdginessHandler>();
        powerUpManager   = GameObject.FindObjectOfType <PowerUpManager>();
        fire_button_name = "Fire";
#if UNITY_WEBGL
        fire_button_name += "_WEBGL";
#endif
    }
예제 #4
0
    // Start is called before the first frame update
    void Start()
    {
        edginessHandler = GameObject.FindObjectOfType <EdginessHandler>();
        spriteHandler   = GameObject.FindObjectOfType <SpriteHandler>();

        foreach (Transform child in transform)
        {
            spawnPositions[nPos] = child;
            nPos++;
        }

        if (spawnRate < minimumSpawnRate)
        {
            spawnRate = minimumSpawnRate;
        }
        InvokeRepeating("decrementSpawnRate", spawnRate, decrementSpawnRateTime);
        Invoke("spawnEnemy", 2);
    }