public override void Start() { // Call parent to initialize all the necessary stuff base.Start(); switch (movementType) { case EnemyMovementStrategy.BackAndForth: movementStrategy = new BackAndForthMovementStrategy(this); break; case EnemyMovementStrategy.Markov: movementStrategy = new MarkovMovementStrategy(this); break; case EnemyMovementStrategy.NoMovement: movementStrategy = new NoMovementStrategy(this); break; } // The kromav sprite is looking the opposite way :P isFacingRight = !IsFacingRight; // Disable all attack hitboxes biteCollider.enabled = false; DisableSmallSpikeHitBox(); DisableBigSpikeHitBox(); }
// Start is called before the first frame update public override void Start() { // Call parent to initialize all the necessary stuff base.Start(); switch (movementType) { case EnemyMovementStrategy.BackAndForth: movementStrategy = new BackAndForthMovementStrategy(this); break; case EnemyMovementStrategy.NoMovement: movementStrategy = new NoMovementStrategy(this); break; } }