// Use this for initialization void Start() { //assign main erm reference if (erm != null) { Debug.LogError("more than one erm in scene"); } else { erm = EnemyRelayManager2.erm; } rend = GetComponent <Renderer>(); rend.materials[0].color = Color.red; //Incase not set in inspector if (rotateInterval == 0) { Debug.Log("rotateInterval not set in inspector"); rotateInterval = 72; } maxShots = 360 / rotateInterval; misfiring = false; direction = Quaternion.Euler(shootRotation, 90, 0); }
// Use this for initialization void Awake() { if (erm != null) { Debug.LogError("more than one enemyrelaymanager in scene"); } else { erm = this; } enemyStartPos = enemies[0].transform.position; playerPos = GameObject.FindGameObjectWithTag("Player").transform.position; ElapsedTime = 0f; //FinishTime = 1f; FinishTime = speedTimes[Random.Range(0, speedTimes.Length)]; relayedPositions = new Transform[nodes.Length]; for (int x = 0; x < relayedPositions.Length; x++) { relayedPositions[x] = nodes[x]; } foreach (Transform o in relayedPositions) { theOrder.Add(o.position); } foreach (GameObject e in enemies) { enemyOrder.Add(e.GetComponent <Enemy>()); } currentRelay = 0; gpCurrentRelay = 0; //ready = false; createGameplayOrder(theOrder); //node = (int)Random.Range(0, nodes.Length); }