// Use this for initialization void Start() { npcclass = GetComponentInParent <npcClass>(); if (GameObject.FindGameObjectsWithTag("megumin_player").Length != 0) { selectEnemySystem = GameObject.FindGameObjectsWithTag("megumin_player")[0].GetComponent <selectEnemySystemScript>(); // } }
// Use this for initialization void Start() { rigid2d = GetComponentInParent <Rigidbody2D>(); npcclass = GetComponentInParent <npcClass>(); if (GameObject.FindGameObjectsWithTag("megumin_player").Length != 0) { selectEnemySystem = GameObject.FindGameObjectsWithTag("megumin_player")[0].GetComponent <selectEnemySystemScript>(); // } npcSkeletonAnimation.state.Complete += State_Complete; }
// Use this for initialization void OnEnable() { selectEnemySystemScript = GetComponentInParent <Transform>().GetComponentInParent <selectEnemySystemScript>(); //Use this to Start float timeToComplete = selectEnemySystemScript.timeToComplete * selectEnemySystemScript.slowMotionTimeScale; StartCoroutine(RadialProgress(timeToComplete)); imageRadial.fillAmount = 1; }
void Start() { GetComponent <Collider2D>().enabled = false; lockDownSystem = GetComponent <selectEnemySystemScript>(); //pm = GetComponents<playerMove>()[0]; //GM = GetComponents<playerGhostMove>()[0]; // SP = GetComponent<SpriteRenderer>(); //GM.enabled = true; //GetComponent<Rigidbody2D>().gravityScale = 0; incontorlObj = lockDownSystem.targetGameObj; //transform.position = incontorlObj.transform.position; controlEnemyFunction(incontorlObj); }