// Start is called before the first frame update void Start() { // playerTransform = FindObjectOfType <RobotControl>().transform; // //SpawnEnemies(initialGroupToSpawnSize); // //activeFiringClips = new List<AudioClip>(10); //afcTimeActive = new List<float>(10); // carolHelp = FindObjectOfType <CarolBaseHelp>(); // InitiateEnemies(); // DetermineEpicenterPoint(); // enemyFormations = new List <EnemyFormation>(); levelManager = FindObjectOfType <ProvLevelManager>(); // En caso de boss lo activamos desde el principio if (levelManager.LevelVictoryCondition == VictoryCondition.SlayTheBeast) { ActivateEnemies(0); enemyStartIndex = 1; // TODO: De momento pillamos solo el primero que nos devuelva // Por el segementado, ya veremos que hacemos con él bossBehaviour = activeEnemies[0][0].GetComponentInChildren <BossBaseBehaviour>(); } }
// Use this for initialization protected virtual void Start() { //Debug.Log("Starting bullet"); rb = GetComponent <Rigidbody>(); //Destroy(gameObject, lifeTime); //audioSource = GetComponent<AudioSource>(); // explosiveBullet = GetComponent <ExplosiveBullet>(); // bulletSoundManager = FindObjectOfType <AudioObjectManager>(); // bulletPool = FindObjectOfType <BulletPool>(); // missileComponent = GetComponent <Missile>(); // trailRenderer = GetComponent <TrailRenderer>(); // TODO: Esto ahora va en el POOL if (dangerousEnough) { // Instanciamos el trail renderer carolHelp = FindObjectOfType <CarolBaseHelp>(); if (drawTrayectory) { detectionTrail = Instantiate(carolHelp.dangerousProyetilesTrailPrefab, transform.position, Quaternion.identity); detectionTrailRenderer = detectionTrail.GetComponent <LineRenderer>(); // //AllocateTrailRenderer(); } // //carolHelp.TriggerGeneralAdvice("DangerIncoming"); // //bulletPool.AddDangerousBulletToList(gameObject); } }
// Start is called before the first frame update void Start() { //gigaWormBehaviour = GetComponentInParent<GigaWormBehaviour>(); currentHealthPoints = maxHealthPoints; carolBaseHelp = FindObjectOfType <CarolBaseHelp>(); enemyCollider = GetComponent <EnemyCollider>(); impactInfoManager = FindObjectOfType <ImpactInfoManager>(); }
// Start is called before the first frame update void Start() { robotControl = GetComponent <RobotControl>(); gameManager = FindObjectOfType <GameManager>(); bodyRB = GetComponent <Rigidbody>(); hud = FindObjectOfType <ProvisionalHUD>(); audioSource = GetComponent <AudioSource>(); levelManager = FindObjectOfType <ProvLevelManager>(); carolHelp = FindObjectOfType <CarolBaseHelp>(); // currentHealth = gameManager.playerAttributes.maxHealth; currentShield = gameManager.playerAttributes.maxShield.CurrentValue; }
//private AudioSource audioSource; protected override void Start() { // Ponemos todo el cuerpo en la altura idonea Vector3 startPosition = transform.position; startPosition.y = underSandIdealHeight; transform.position = startPosition; // player = FindObjectOfType <RobotControl>(); carolHelp = FindObjectOfType <CarolBaseHelp>(); // Este va en la cabeza audioSource = headRb.GetComponent <AudioSource>(); }
// Start is called before the first frame update protected virtual void Start() { player = FindObjectOfType <RobotControl>(); audioSource = GetComponent <AudioSource>(); levelManager = FindObjectOfType <ProvLevelManager>(); carolHelp = FindObjectOfType <CarolBaseHelp>(); cameraReference = FindObjectOfType <CameraReference>(); enemyManager = FindObjectOfType <EnemyManager>(); // if (carolStepObjects.Length > 0) { carolHelp.SetStepObjects(carolStepObjects); } }
// Start is called before the first frame update void Start() { dangerousBullets = new List <GameObject>(10); bulletPoolsPerType = new List <BulletTypePool>(); carolHelp = FindObjectOfType <CarolBaseHelp>(); }