public Texture2D fgLifeBar; // The texture for the health bar. // Use this for initialization void Start() { nMaxHealth = 900; nCurrentHealth = nMaxHealth; nPhase = 1; bOnScreen = false; phase1 = GetComponent <OscillatingWaveBehavior>(); phase2 = GetComponent <SweepingBulletBehavior>(); phase3 = GetComponent <IntersectingBeamBehavior>(); flashTimer = 0.05f; isFlashing = false; fAttackSpeed = 0.25f; }
// Use this for initialization void Start() { nMaxHealth = 900; nCurrentHealth = nMaxHealth; nPhase = 1; bOnScreen = false; phase1 = GetComponent<OscillatingWaveBehavior>(); phase2 = GetComponent<SweepingBulletBehavior>(); phase3 = GetComponent<IntersectingBeamBehavior>(); flashTimer = 0.05f; isFlashing = false; fAttackSpeed = 0.25f; }