// Start is called before the first frame update void Awake() { //col = GetComponent<Collider>(); enemy_Stats = GetComponentInParent <Enemy_stats>(); //enemy_Stats.doAttack +=attack; //damage = enemy_Stats.attack.GetValue(); }
void Start() { FireStream = Instantiate(FireStreamPrefab, mouthPos.position, mouthPos.rotation * Quaternion.Euler(-90, 0, 0), mouthPos); FireStream.transform.localPosition = new Vector3(0, 1, 0); FireStream.SetActive(false); anim[animIdle].wrapMode = WrapMode.Loop; enemy_Stats = gameObject.GetComponent <Enemy_stats>(); rb = gameObject.GetComponent <Rigidbody>(); attackDelay = 1 / enemy_Stats.attackSpeed.GetValue(); enemy_Stats.onHealthChanged += getStrongerWithLessHP; }
// Start is called before the first frame update void Start() { enemy_Stats = GetComponentInParent <Enemy_stats>(); //enemy_Stats.doAttack +=attack; }
// Start is called before the first frame update void Awake() { enemy_Stats = GetComponentInParent <Enemy_stats>(); move_Enemy = GetComponentInParent <Move_enemy>(); }