void Start() { DF = GetComponent <DisplayFrase>(); Counts = SaveSystem.GetInstance().generalCounts; Agent = GetComponent <NavMeshAgent>(); Path = new NavMeshPath(); skills = new List <Skills>(); srScript = GetComponent <SadRain>(); spScript = GetComponent <SadPistol>(); Pistol = new Skills(spScript.getProb(), spScript.getCD(), false, spScript.Pistol); skills.Add(Pistol); srlScript = GetComponent <SadRoll>(); Roll = new Skills(srlScript.getProb(), srlScript.getCD(), false, srlScript.Roll); skills.Add(Roll); SkillCD = GetComponent <BossSkillsCD>(); anim = GetComponentInChildren <Animator>(); StartCoroutine(StartBattle()); }
void Start() { Counts = SaveSystem.GetInstance().generalCounts; player_mov = PlayerPosition.GetComponent <MovimentPlayer>(); DF = GetComponent <DisplayFrase>(); fullhealth = health; agent = GetComponent <NavMeshAgent>(); skills = new List <Skills>(); hoScript = GetComponent <HeartOrbit>(); Orbit = new Skills(hoScript.getProb(), hoScript.getCD(), true, hoScript.Expansion); skills.Add(Orbit); hlScript = GetComponent <HeartLaunch>(); Launch = new Skills(hlScript.getProb(), hlScript.getCD(), false, hlScript.Launch); skills.Add(Launch); hcScript = GetComponent <HeartClap>(); Clap = new Skills(hcScript.getProb(), hcScript.getCD(), false, hcScript.Clap); skills.Add(Clap); SkillCD = GetComponent <BossSkillsCD>(); anim = GetComponentInChildren <Animator>(); _rb = GetComponent <Rigidbody>(); StartCoroutine(StartBattle()); }
// Start is called before the first frame update void Start() { df = GetComponent <DisplayFrase>(); headAnimator = GetComponentInChildren <Animator>(); counts = SaveSystem.GetInstance().generalCounts; skills = new List <Skills>(); skillsCD = GetComponent <BossSkillsCD>(); exmScript = GetComponent <ExMissile>(); Missile = new Skills(exmScript.getProb(), exmScript.getCD(), false, exmScript.Shoot); skills.Add(Missile); expScript = GetComponent <ExPillar>(); Pillar = new Skills(expScript.getProb(), expScript.getCD(), false, expScript.InkPillar); skills.Add(Pillar); StartCoroutine(ResetCooldown()); HitTentacle.tentacleHit += TakeDamage; //registra a funcao TakeDamage ao evento tentacleHit }