// Use this for initialization void Start() { enemyParent = GetComponent <EnemyParent>(); enemyEffectsManager = GameObject.Find("EnemyEffectsManager").GetComponent <EnemyEffectsManager>(); enemyMovement = GetComponent <EnemyMovement>(); enemyAttackTimer = (1 / enemyBulletFireRate) + Random.Range(-.05f, .05f); enemyBulletFireRate += enemyEffectsManager.addEnemyFireRate; enemyBulletAccuracy += enemyEffectsManager.addEnemyAccuracy; if (enemyBulletAccuracy >= 1) { enemyBulletAccuracy = 1; } }
private void Awake() { _nav = GetComponent <NavMeshAgent>(); _anim = GetComponent <Animator>(); _states = GetComponent <PAIStateMachine>(); _effects = GetComponent <EnemyEffectsManager>(); _col = GetComponent <BoxCollider>(); _rbs = hips.GetComponentsInChildren <Rigidbody>(); SetRigidbodiesState(_rbs, true); Random.State s = Random.state; for (int i = 0; i < _fleshFlyDirections.Length; i++) { Random.InitState(i * 10); _fleshFlyDirections[i] = Random.insideUnitSphere; } Random.state = s; }
void Start() { //Define player variables for enemy prefab playerController = GameObject.Find("PlayerController").GetComponent <Player>(); player = GameObject.FindGameObjectWithTag("Player"); gameManager = GameObject.Find("GameManager").GetComponent <GameManager>(); enemySpawnManager = GameObject.Find("EnemySpawnManager").GetComponent <EnemySpawnManager>(); enemyEffectsManager = GameObject.Find("EnemyEffectsManager").GetComponent <EnemyEffectsManager>(); //rendHitbody = hitbodyProjection.GetComponent<Renderer>(); rb = GetComponent <Rigidbody>(); if (!isRedemptionDrone) { explosionTextObj.GetComponent <EarnedBulletText>().bulletNumber = enemyGiveBullets; } enemyHealth += enemyEffectsManager.addEnemyHealth; //explosionSoundPitchOriginal = explosionSound.pitch; //enemyHitSoundPitchOriginal = enemyHitSound.pitch; /*if (!isRedemptionDrone) * { * foreach(TextMeshPro text in explosionText) * { * text.text = "+ " + enemyGiveBullets.ToString(); * * } * }*/ // Sets all the mesh renderers stored safely in another array meshRendererOriginals = new Material[meshToChangeOnFlash.Length]; for (int i = 0; i < meshToChangeOnFlash.Length; i++) { meshRendererOriginals[i] = meshToChangeOnFlash[i].GetComponent <Renderer>().material; } //enemyHealth -= (enemyHealth * playerController.enemyNegativeHealthMultiplier); }
private void Start() { rb = GetComponent <Rigidbody>(); gameManager = GameObject.Find("GameManager").GetComponent <GameManager>(); enemyEffectsManager = GameObject.Find("EnemyEffectsManager").GetComponent <EnemyEffectsManager>(); //print(rb.velocity); //print(transform.rotation); transformStart = transform.position; damage += enemyEffectsManager.addEnemyDamage; //bulletFiredSound.pitch += Random.Range(-.05f, .05f); //bulletNormalSound.pitch += Random.Range(-.05f, .05f); //bulletFiredSound.Play(); //bulletNormalSound.Play(); //Finds enemy that fired bullet //enemyParent = //Vector3 diff = }
//public GameObject highlightCube; // Use this for initialization void Start() { gameManager = GameObject.Find("GameManager").GetComponent <GameManager>(); enemyEffectsManager = GameObject.Find("EnemyEffectsManager").GetComponent <EnemyEffectsManager>(); triangleScale = new bool[triangleOutline.Length]; }