/// <summary> /// Unity Function. Called once upon creation of the object. /// </summary> void Awake() { ringleaderMovement = GetComponent <RingleaderMovement> (); enemyHealth = GetComponent <RingleaderHealth> (); ringleaderAnimatable = GetComponent <RingleaderAnimatable> (); ringleaderController = GetComponent <RingleaderController>(); }
/// <summary> /// Standard Unity Function. Called once in the game object's lifetime to initiate the script once it has been enabled. /// </summary> void Start() { yuniPos = FindObjectOfType <PlayerYuni> ().transform; this.ringleaderAnimatable = gameObject.GetComponent <RingleaderAnimatable> (); General.CheckIfNull(ringleaderAnimatable, "ringleaderAnimatable", scriptName); }
/// <summary> /// Unity Function. Called once upon creation of the object. /// </summary> void Awake() { rectTransform = GetComponent <RectTransform> (); teleporter = GetComponent <Teleport> (); targetPos = transform.position; ringleaderAnimatable = GetComponent <RingleaderAnimatable> (); if (hazard == null) { hazard = GetComponentInChildren <RingleaderNormalAttackHazard> (); } }
/// <summary> /// Standard Unity Function. Called once every frame. /// </summary> void Update() { if (ringleaderAnimatable == null) { this.ringleaderAnimatable = gameObject.GetComponent <RingleaderAnimatable> (); } yuniPos = this.GetPlayer().gameObject.transform; latestTarget = new Vector2(yuniPos.position.x, yuniPos.position.y); Random.Range(0, 2); }
/// <summary> /// Unity Function. Called once upon creation of the object. /// </summary> void Awake() { ringleaderController = GetComponent <RingleaderController>(); ringleaderAnimatable = GetComponent <RingleaderAnimatable> (); EventBroadcaster.Instance.AddObserver(EventNames.INVULNERABLE_ENEMIES, this.Invulnerable); EventBroadcaster.Instance.AddObserver(EventNames.VULNERABLE_ENEMIES, this.Vulnerable); Parameters data = new Parameters(); data.PutExtra("enemyHealth", this); EventBroadcaster.Instance.PostEvent(EventNames.REGISTER_ENEMY, data); }
void Start() { gameObject.tag = "Enemy"; // Random.InitState (17398); // direction *= (int) (transform.localScale.x / Mathf.Abs (transform.localScale.x)); Debug.Log("Start Direction: " + direction); throwForce = new Vector2(WEAK * direction, WEAK); // Vector2 throwDirection = new Vector2 (throwForce.x * -direction, throwForce.y); // throwForce = throwDirection; this.ringleaderAnimatable = gameObject.GetComponent <RingleaderAnimatable> (); General.CheckIfNull(ringleaderAnimatable, "ringleaderAnimatable", scriptName); }