// Use this for initialization void Start() { timer = 90; player = Player.GetComponent <DamageHandler>(); enemy = Enemy.GetComponent <EnemyDamageHandler>(); StartCoroutine("LoseTime"); }
void Start() { _player = GameObject.Find("Player").GetComponent <DamageHandler>(); _enemy = GameObject.Find("Enemy").GetComponent <EnemyDamageHandler>(); _playerHealthValue = GameObject.Find("PlayerHealthValue"); _playerHealthNumber = GameObject.Find("PlayerHealthNumber").GetComponent <Text>(); _playerHealthMax = GameObject.Find("PlayerHealthMax").GetComponent <Text>(); _enemyHealthValue = GameObject.Find("EnemyHealthValue"); _enemyHealthNumber = GameObject.Find("EnemyHealthNumber").GetComponent <Text>(); _enemyHealthMax = GameObject.Find("EnemyHealthMax").GetComponent <Text>(); _playerHealthMax.text = "/" + MAX_HEALTH; _enemyHealthMax.text = "/" + MAX_HEALTH; }
// Update is called once per frame void Update() { if (readyToShoot && withinAttackDistance()) { sa.hullcurrent -= getEnemyDamageValue(); Instantiate(bullet, transform.position + getBulletOffset(), transform.rotation); readyToShoot = false; if (stopAfterShoot) { EnemyMoveForward emf = transform.GetComponent <EnemyMoveForward>(); emf.stop = true; } if (dieAfterShoot) { EnemyDamageHandler edh = transform.GetComponent <EnemyDamageHandler>(); edh.health = 0; } } }
void Start() { edh = transform.GetComponent <EnemyDamageHandler> (); }