protected virtual void CreateWeapon() { weaponGO = Instantiate(Weapon, gameObject.transform); weapon = weaponGO.GetComponent <WeaponEnemy>(); weapon.Cursor = Cursor; weaponGO.SetActive(false); }
void Start() { arcade = GetComponent <EnemyArcade>(); we = GetComponent <WeaponEnemy>(); arcade.enabled = true; we.enabled = true; }
public GameObject explosion; //bypassed; added hellfire explosion particles from resource folder. //private int srLayer; //removed due to not having any effect. somehow. //weapon use // Use this for initialization void Start () { rb = GetComponent<Rigidbody2D>(); wep = weapon.GetComponent<WeaponEnemy>(); wepScript = weapon.GetComponent<SnekMultiGun>(); //could just shoot using this. but ah well. SetUpSparks(); //copied from Enemy.cs targetA = new Vector2(1, 4);//set some initial targets; for testing moving onto the screen. targetB = new Vector2(-4, 0); targetC = new Vector2(1, -4); //this will be overwritten by the generator immediately btw. testing with invalid pTransform = GameObject.FindGameObjectWithTag("Player").transform; targetP = pTransform.position; headTransform = headScript.GetComponent<Transform>(); canShoot = false; wepIDs = new List<string>(); explosionParticles = GameObject.Find("Hellfire Explosion Deluxe"); currentTargetNo = 1;//start by going for target 1/a. currentTarget = targetA; acquiringTarget = true; //these should always be the inverse of eachother, and therefore we don't need 2... snekking = false; //but having both could help, and certainly helps when reading. invulnerable = false; speed = 2.0f; //movement speed speedMultiplier = 1.0f; //MS multiplier. apply when missing segments, from 1 to ~2. normalMovement = false; turningLeft = true; snekkingMaxAngle = 40.0f; snekkingAngle = snekkingMaxAngle / 2; turnSpeed = 60.0f; //aesthetics sr = GetComponent<SpriteRenderer>(); srShield = GetComponentsInChildren<SpriteRenderer>()[1]; srShield.enabled = true; srShield.sortingOrder = sr.sortingOrder + 1; srShield.enabled = false; //if this doesnt work, come back, enable the renderer, change value, then disable. if (Global.Difficulty == Global.RECRUIT) { lerpSpeed = 0.5f; healthMax = 25.0f; } else if (Global.Difficulty == Global.VETEREN) { lerpSpeed = 0.75f; healthMax = 25.0f; } else if (Global.Difficulty == Global.BATTLEH) { lerpSpeed = 1.0f; healthMax = 25.0f; } health = healthMax; damageReceivedMultiplier = 1; SetHeadTransform(); }
//Spawn a Pipe and make it rain Minus void Minusregen() { Vector3 pos = new Vector3(36.5f, -22f, 0f); Instantiate(pipe, pos, Quaternion.Euler(0, 0, 90));//Pipe erzeugen und binden pipe = GameObject.Find("Pipe(Clone)"); pipeWeaponScript = (WeaponEnemy)pipe.GetComponent(typeof(WeaponEnemy)); //pipeWeaponScript.PipeSpam();//Spam auslösen Score.blussiSave = Score.blussi;//Blussi Count für Später speichern playerMovement = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerMovement>(); playerMovement.move = false; //Spieler temporär unbeweglich machen eventbool = true; //Fixed Update aktivieren playerMovement.controller.Move(0.1f * Time.fixedDeltaTime, false, false); //Nach rechts drehen playerMovement.horizontalMove = 0; }
// Start is called before the first frame update void Start() { weapon = GetComponent <WeaponEnemy>(); target = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform>(); weapon.enabled = false; }
private void Start() { armaInamic = GameObject.FindGameObjectWithTag("Enemy").GetComponent <WeaponEnemy>(); currentLife = startingLife; }