// Start is called before the first frame update void Start() { // Preparing for entering animation player = GetComponent <Rigidbody2D>(); isAllowMoving = false; shield = GameObject.Find("Player_InvincibleShield"); playerWeapon = GetComponent <Player_BaseWeaponControl>(); playerWeapon.isFireAllowed = false; playerSP = GetComponent <Player_SpecialAbilityActivation>(); playerSP.isSPAllowed = false; playerHP = GetComponent <Common_HP>(); playerHP.isInvicible = true; initPos = transform.position; healthBar = GameObject.FindGameObjectWithTag("StatusBar/HP").GetComponent <Player_UI_HealthBarControl>(); healthBar.setInOpt(false); skillBar = GameObject.FindGameObjectWithTag("StatusBar/SP").GetComponent <Player_UI_SkillBarControl>(); skillBar.setInOpt(false); pasueMenu = GameObject.FindGameObjectWithTag("GameManager").GetComponent <UI_GamePasue>(); pasueMenu.isAvaliable = false; Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; }
// Start is called before the first frame update void Start() { // Set win and pasue menu to staticData for boss fight StaticGameData.winMenu = winMenu; StaticGameData.pasueSetter = pauseSetter; // Load stage spawner for respawning player spawners = GameObject.FindGameObjectWithTag("Spawner").GetComponent <Enemy_Spawner_SpawnerManager>(); // Start the initial spawn GameObject[] lifeBar = GameObject.FindGameObjectsWithTag("Life"); for (int i = 0; i < lifeBar.Length; i++) { lifeIcon[i] = lifeBar[i].GetComponent <Image>(); lifeIcon[i].sprite = lifeIconSprite[StaticGameData.selection]; } // Start the initial spawn selection = StaticGameData.selection; healthBar = GameObject.Find("ActualHealth").GetComponent <Player_UI_HealthBarControl>(); skillBar = GameObject.Find("ActualSkillCD").GetComponent <Player_UI_SkillBarControl>(); spawnPlayer(); }