private void Start()
 {
     GameObject player = GameObject.FindWithTag("Player");
     playerC = player.GetComponent<PlayerController>();
     weapon_backpack_controller = player.GetComponent<WeaponBackpackController>();
     GameObject log = GameObject.FindWithTag("Log");
     notification_log = log.GetComponent<LogScript>();
 }
    // Use this for initialization
    void Awake()
    {
        boss = GameObject.FindGameObjectWithTag("Broodmother");
        health = GetComponent<HealthController>();
        backpack = GetComponent<WeaponBackpackController>();
        anim = GetComponent<Animator>();
        timeSinceSpawn = 0;
        animTimer = 0;
        justSpawned = false;
        PauseAI();

        IC = GameObject.FindGameObjectWithTag("Player").GetComponent<InventoryController>();
        P = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerController>();
        floor = P.getCurrentFloor() + 1;
    }
 // Use this for initialization
 void Start()
 {
     GameObject player = GameObject.FindWithTag("Player");
     weapon_backpack_controller = player.GetComponent<WeaponBackpackController>();
     weapon_name = GetComponent<Text>();
 }
    private void Start()
    {
        camera = GameObject.FindGameObjectWithTag("MainCamera"); //Find the camera
        CamControl = camera.GetComponent<CameraController>();
        hud = GameObject.FindGameObjectWithTag("HUD");
        player = GameObject.FindGameObjectWithTag("Player");

        GameObject notificationLog = GameObject.FindWithTag("Log");
        Log = notificationLog.GetComponent<LogScript>();

        movement_controller = GetComponent<MovementController>();
        weapon_backpack_controller = GetComponent<WeaponBackpackController>();
        healthController = GetComponent<HealthController>();
        RB = GetComponent<Rigidbody>();

        Flashlight = GetComponentInChildren<FlashlightController>();  //Attach the flashlight
        Particles = GetComponentsInChildren<ParticleSystem>();       //Attach the powerfists
        SetPowerfists(false);

        Drop = false;
        TrackFace = true;
        this.toggle_movement = false;

        ScreenSize = new Vector3(Screen.width, Screen.height);

        doubleTapCountdown = 0;
        //doubleTapCounts = new int[4];
        doubleTapCount = 0;
        //resetDoubleTapCount();
        dashDirection = new Vector2(0, 0);
        //dashCooldownCountdown = 0;
        this.isDashing = false;
        dashForceCurrent = 1;
        dashStartTime = 0;
        isStunned = false;
        stunCountdown = 0;
        SetStunElectricity(false);

        //currentFloor = 0;
        dialogueLevel = 0;
        deepestLevelVisited = 0;
        currLevel = 0;
        level = 0;

        defense = 1f;
    }
 public void SetBackpackController(WeaponBackpackController new_backpack_controller)
 {
     backpack_controller = new_backpack_controller;
 }
    //private List<GameObject> bullets;
    //private int bulletAmount = 10;
    //private ObjectPooling pool;
    private void Start()
    {
        //var collider = this.GetComponent<BoxCollider>();
        //collider.enabled = false;
        owner = transform.parent.root;
        backpack_controller = owner.GetComponent<WeaponBackpackController>();

        //bullets = new List<GameObject>();
        //StartCoroutine(makeBullets());

        //pool = GameObject.Find("ObjectPool").GetComponent<ObjectPooling>();
    }