// Use this for initialization void Start() { refer = GameObject.Find ("SpawnBoss").GetComponent<spawnBoss> (); damage = initialDamage + 2 * refer.wave; fireRate = fireRate/refer.wave + fireRate/2; InvokeRepeating ("Shoot", fireRate, fireRate); }
// Use this for initialization void Start() { refer = GameObject.Find ("SpawnBoss").GetComponent<spawnBoss> (); damage = initialDamage + refer.wave*3; Invoke ("Shoot", fireRate + Random.Range(-fireRateVariation,fireRateVariation)); player = GameObject.FindGameObjectWithTag ("Player"); }
// Use this for initialization void Start() { //Physics2D.IgnoreLayerCollision (14, 13, true); refer = GameObject.Find ("SpawnBoss").GetComponent<spawnBoss> (); damage = initialDamage + refer.wave; fireRate = fireRate/refer.wave + fireRate/2; InvokeRepeating ("Shoot", fireRate + fireDelay, fireRate); }
// Use this for initialization void Start() { refer = GameObject.Find ("SpawnBoss").GetComponent<spawnBoss> (); }
// Use this for initialization void Start() { score = GameObject.FindGameObjectWithTag ("score").GetComponent<scoreController>(); contadores = Camera.main.GetComponent<Contadores> (); waves = GameObject.Find ("SpawnBoss").GetComponent<spawnBoss> (); DamageReducion = false; maxHitPoints = hitPoints; anim = GameObject.FindGameObjectWithTag("Face").GetComponent<Animator>(); damageSFX.volume = PlayerPrefs.GetFloat("SFXVolume"); }
// Use this for initialization void Start() { nextHit = Time.time; refer = GameObject.Find ("SpawnBoss").GetComponent<spawnBoss> (); }