void Start() { snakeColor_4 = snakeColor.blue; IsHaveHead_4 = false; gamemanager_4 = GM_4.instance; xspeed_4 = gamemanager_4.xspeed; yspeed_4 = gamemanager_4.yspeed; for (int i = 0; i < bodyAmount_4; i++) { //Debug.Log("Spawn"); Invoke("SpawnBody_4", 0.1f); } }
public override void Start() { transform.rotation = new Quaternion(0, 0, 0, 0); colorNum = (int)(Random.value * 10) % 3; if (colorNum == 0) { color = snakeColor.Green; } else if (colorNum == 1) { color = snakeColor.Brown; } else if (colorNum == 2) { color = snakeColor.Yellow; } skinnedMeshRenderer.material = material[(int)color]; //기본상태로 비맹수급은 가만히 있는 idle state = State.Idle; AttackRange = transform.Find("AttackRangeCollider").GetComponent <AttackRangeCollider>(); base.Start(); }