// Use this for initialization void OnEnable() { GetComponent <Rigidbody> ().useGravity = false; GetComponent <Rigidbody> ().isKinematic = false; GetComponent <BoxCollider> ().isTrigger = false; mesh.SetActive(true); deathEffect.init(); dead = false; healthBar.gameObject.SetActive(true); healthBar.maxValue = PVMax; healthBar.value = PV; Hashtable argsMoveTo = new Hashtable(); argsMoveTo.Add("path", iTweenPath.GetPath("enemyPath")); argsMoveTo.Add("speed", speed); argsMoveTo.Add("easetype", "linear"); argsMoveTo.Add("orienttopath", true); argsMoveTo.Add("oncomplete", "OnTarget"); iTween.MoveTo(gameObject, argsMoveTo); }
virtual protected void OnEnable() { mesh.SetActive(true); dead = false; impactEffect.init(); }