// Use this for initialization void Start() { ShotReady = true; SelectedWeapon = Weapons[0]; ShotSpawn = ShotSpawns[0]; Stats = SelectedWeapon.GetComponent <EnemyWeaponStats>(); }
// private Collider others; // Use this for initialization void Start() { rb = GetComponent <Rigidbody>(); Stats = GetComponent <EnemyWeaponStats>(); if (Stats.IsAdditionalShot == false) { transform.parent = null; } rb.velocity = transform.forward * Stats.speed; }
private PlayerController UnitHit; // Reference to the Unit that got Hit // Use this for initialization void Start() { Stats = GetComponent <EnemyWeaponStats>(); }
public void SelectWeapon(string Name) { SelectedWeapon = Weapons[WeaponDictionary[Name]]; ShotSpawn = ShotSpawns[0]; Stats = SelectedWeapon.GetComponent <EnemyWeaponStats>(); }