// Start is called before the first frame update void Start() { Audio_Prefab_Sp = GetComponent <Audio_Prefab_Spawner>(); Doom_Shroom_An = GetComponent <Animator>(); Doom_Shroom_RB = GetComponent <Rigidbody2D>(); Doom_Shroom_SR = GetComponent <SpriteRenderer>(); Doom_Shroom_St = GetComponent <Doom_Shroom_State>(); Event_System.current.onCinematicEnd += Launch_Cinematic; }
// Start is called before the first frame update void Start() { Doom_Shroom_St = GetComponent <Doom_Shroom_State>(); Doom_Shroom_An = GetComponent <Doom_Shroom_Animation>(); HUD = Doom_Shroom_St.HUD; switch (Global_Variable.Difficulty_Level) { case 2: Max_Health = Health_Hard; break; case 1: Max_Health = Health_Normal; break; default: Max_Health = Health_Easy; break; } Current_Health = Max_Health; }
// Start is called before the first frame update void Start() { // Switch Doom Shroom Delay Speed accordingly to the global difficulty switch (Global_Variable.Difficulty_Level) { case 2: Current_Jump_Delay = Hard_Jump_Delay; break; case 1: Current_Jump_Delay = Normal_Jump_Delay; break; default: Current_Jump_Delay = Easy_Jump_Delay; break; } Hit_Box = GetComponent <BoxCollider2D>(); Doom_Shroom_RB = GetComponent <Rigidbody2D>(); Doom_Shroom_An = GetComponent <Doom_Shroom_Animation>(); Doom_Shroom_St = GetComponent <Doom_Shroom_State>(); }