private SpriteRotationController sprite; //the RotationController of the spells sprite //initialises rigidbody and velocity void Start() { body = this.GetComponent <Rigidbody> (); velocity = transform.forward * speed; body.velocity = velocity; sprite = GetComponentInChildren <SpriteRotationController> (); }
[SerializeField] private bool twoD; //used whilst transitioning from 3D system to 2D //initialising projectiles void Start() { body = this.GetComponent <Rigidbody>(); velocity = transform.forward * speed; body.velocity = velocity; enemiesList = GameObject.Find("EnemiesList"); sprite = GetComponentInChildren <SpriteRotationController>(); cam = GameObject.Find("CameraPosition").GetComponentInChildren <Camera>(); }
private Transform gameController; //transform always facing forwards (used to spawn damage text) //Initialising variables void Start() { target = GameObject.Find("Player"); velocity = transform.forward * speed; body.velocity = velocity; sprite = GetComponentInChildren <SpriteRotationController>(); gameController = GameObject.Find("GameController").transform; currentHP = maxHP; resistances = new float[] { fireResistance, waterResistance, airResistance, earthResistance, orderResistance, chaosResistance, 0f }; }