private JustinEnemyMovement body; //The motor of the body //Spawns the collider to detect collisions // Use this for initialization void Start() { visibilityCollider = gameObject.AddComponent <BoxCollider2D>(); visibilityCollider.offset = new Vector2(2.5f, 0f); visibilityCollider.size = new Vector2(sightDistance, 1f); visibilityCollider.isTrigger = true; body = mainBody.GetComponent <JustinEnemyMovement> (); }
public AudioSource audio; //The shooting sound effect // Use this for initialization void Start() { gunTransform = GetComponent <Transform>(); parent = GameObject.Find("Bullets"); player = GetComponentInParent <JustinEnemyMovement>(); timePassed = attackSpeed; canAttack = true; }
private bool movedUp; //Whether or not the weapon is currently elevated // Use this for initialization void Start() { playerSpotted = false; gettingChased = false; movedUp = false; rigidBod = GetComponent <Rigidbody2D>(); controller = GetComponent <JustinEnemyMovement>(); GameObject weapon = getRandomWeapon(); spawnedWeapon = Instantiate(weapon, spawn); isMelee = (spawnedWeapon.GetComponent <JustinEnemyGun>() == null); if (!isMelee) { GetComponent <JustinEnemyMovement>().usingGun = true; spawnedWeapon.GetComponent <JustinEnemyGun>().enemyTag = enemyTag; spawnedWeapon.GetComponent <JustinEnemyGun>().enemyMask = enemyMask; } else { //Means the weapon is a type of melee spawnedWeapon.GetComponent <JustinEnemyMelee>().enemyTag = enemyTag; } }
private JustinEnemyMovement enemy; //The main body of the player // Use this for initialization void Start() { enemy = GetComponentInParent <JustinEnemyMovement>(); }