private void Awake() { rb = GetComponent <Rigidbody2D>(); anim = GetComponentInChildren <Animator>(); hurt_source = rb.AddAS(); hurt_source.clip = hurt_sound; melee_source = rb.AddAS(); melee_source.pitch = .5f; melee_source.clip = melee_sound; death_source = rb.AddAS(); death_source.clip = death_sound; m_light = GetComponentInChildren <Light>(); m_light.color = red; health = GetComponent <Health>(); health.SetHealth(starting_health); HUI.maxHealth = starting_health; HUI.gameObject.SetActive(false); target_node = nodes[1]; colors[0] = orange; colors[1] = purple; colors[2] = green; colors[3] = red; colors[4] = blue; }
private void Awake() { rb = GetComponent <Rigidbody2D>(); anim = GetComponentInChildren <Animator>(); light_anim = transform.GetChild(2).GetComponent <Animator>(); fb_spawn_list.Add(g0); fb_spawn_list.Add(g1); fb_spawn_list.Add(g2); fb_spawn_list.Add(g3); fb_spawn_list.Add(g4); fb_spawn_list.Add(g5); hurt_source = rb.AddAS(); hurt_source.pitch = .5f; summon_source = rb.AddAS(); summon_source.clip = summon_sound; transition_source = rb.AddAS(); transition_source.clip = transition_sounds[0]; m_light = GetComponentInChildren <Light>(); health = GetComponent <Health>(); health.SetHealth(starting_health); HUI.maxHealth = starting_health; target_node = nodes[1]; }
private void Awake() { rb = GetComponent <Rigidbody2D>(); normal_beep_wait = new WaitForSeconds(normal_beep_freq); fast_beep_wait = new WaitForSeconds(fast_beep_freq); m_light = transform.GetChild(2).GetComponent <Light>(); m_beep_light = transform.GetChild(3).GetComponent <Light>(); beep_source = rb.AddAS(); beep_source.clip = beep; beep_source.volume = beep_volume; beep_source.pitch = Random.Range(.9f, 1.1f); boom_source = rb.AddAS(); boom_source.clip = booms[Random.Range(0, booms.Length)]; boom_source.volume = boom_volume; normal_beeping_co = StartCoroutine(NormalBeeping()); target_masks = new LayerMask[4]; target_masks[0] = enemy_mask; target_masks[1] = player_mask; target_masks[2] = boss_mask; target_masks[3] = hurt_entity_mask; }
private void Awake() { rb = GetComponent <Rigidbody2D>(); sr = GetComponentInChildren <SpriteRenderer>(); explosion = transform.GetChild(0).gameObject; l = transform.GetChild(1).GetComponent <Light>(); throw_source = rb.AddAS(); throw_source.clip = throw_sound; throw_source.pitch = Random.Range(.08f, .12f); throw_source.volume = .5f; boom_source = rb.AddAS(); boom_source.clip = booms[Random.Range(0, booms.Length)]; target_masks = new LayerMask[4]; target_masks[0] = player_mask; target_masks[1] = enemy_mask; target_masks[2] = hurt_entity_mask; target_masks[3] = boss_mask; }
protected virtual void Awake() { rb = GetComponent <Rigidbody2D>(); anim = GetComponentInChildren <Animator>(); m_light = GetComponentInChildren <Light>(); health = GetComponent <Health>(); health.SetHealth(m_enemy_starting_health); HUI.maxHealth = m_enemy_starting_health; melee_dmg = m_melee_damage; melee_force = m_melee_force; pixel_offset = pixel_offset_from_bottom; hit_source = rb.AddAS(); hurt_source = rb.AddAS(); death_source = rb.AddAS(); hurt_source.volume = m_hurt_volume; death_source.clip = m_death_sounds[Random.Range(0, m_death_sounds.Length)]; hit_source.pitch = m_sound_pitch * 2; hurt_source.pitch = m_sound_pitch; death_source.pitch = m_sound_pitch; enemy_hurt_time = new WaitForSeconds(m_enemy_hurt_time_float); enemy_hit_time = new WaitForSeconds(m_enemy_hit_time_float); m_path = GetComponent <Pathfinding.IAstarAI>(); m_path.maxSpeed = m_movement_speed; m_dest = GetComponent <Pathfinding.AIDestinationSetter>(); can_attack = true; }
private void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } movement = GetComponent <PlayerMovement>(); combat = GetComponent <PlayerCombat>(); rb = GetComponent <Rigidbody2D>(); anim = GetComponent <Animator>(); m_light = GetComponentInChildren <Light>(); melee_time = new WaitForSeconds(m_melee_time_float); energy_regen_time = new WaitForSeconds(m_energy_regen_time_float); chef_hurt_time = new WaitForSeconds(m_chef_hurt_time_float); chef_dizzy_time = new WaitForSeconds(m_chef_dizzy_time_float); quarter_second = new WaitForSeconds(.25f); melee_dmg = chef_melee_dmg; melee_force = chef_melee_force; pixel_offset = pixel_offset_from_bottom; melee_attack_source = rb.AddAS(); hit_source = rb.AddAS(); hurt_source = rb.AddAS(); knife_throw_source = rb.AddAS(); death_source = rb.AddAS(); dizzy_source = rb.AddAS(); death_source.clip = death_sound; dizzy_source.clip = dizzy_sound; walk_source = rb.AddAS(); walk_source.clip = walk_sound; walk_source.loop = true; walk_source.volume = .5f; Physics2D.IgnoreLayerCollision(10, 8, false); health = GetComponent <Health>(); health.SetHealth(chef_starting_health); HUI.maxHealth = chef_max_health; }