// Start is called before the first frame update void Start() { if (s == null) { s = this; } else { Debug.LogError("Hero.Awake() - Attempted to assign second Hero.s"); } ClearWeapons(); weapons[0].SetType(WeaponType.blaster); //fireDelegate += TempFire; bndCheck = GetComponent <boundsScript>(); HeroRigidbody = GetComponent <Rigidbody>(); speedHolder = speed; materials = Utils.GetAllMaterials(gameObject); orignalColors = new Color[materials.Length]; for (int i = 0; i < materials.Length; i++) { orignalColors[i] = materials[i].color; } print(invincibillityDuration); }
private void Awake() { //speed = 10f; bndCheck = GetComponent <boundsScript>(); // score = GetComponent<ScoreScript>().UpdateScore(); materials = Utils.GetAllMaterials(gameObject); orignalColors = new Color[materials.Length]; for (int i = 0; i < materials.Length; i++) { orignalColors[i] = materials[i].color; } }
// Start is called before the first frame update void Awake() { s = this; bndCheck = GetComponent <boundsScript>(); //scoreInt = GetComponent<ScoreScript>(); Invoke("SpawnEnemy", 1f / enemySpawnPerSecond); WEAP_DICT = new Dictionary <WeaponType, WeaponDefinition>(); foreach (WeaponDefinition def in weaponDefinitions) { WEAP_DICT[def.type] = def; } }
// Start is called before the first frame update void Awake() { cube = transform.Find("Cube").gameObject; letter = GetComponent <TextMesh>(); rigid = GetComponent <Rigidbody>(); bndCheck = GetComponent <boundsScript>(); cubeRend = cube.GetComponent <Renderer>(); Vector3 vel = Random.onUnitSphere; vel.z = 0; vel.Normalize(); vel *= Random.Range(driftMinMax.x, driftMinMax.y); rigid.velocity = vel; transform.rotation = Quaternion.identity; rotPerSecond = new Vector3(Random.Range(rotMinMax.x, rotMinMax.y), Random.Range(rotMinMax.x, rotMinMax.y), Random.Range(rotMinMax.x, rotMinMax.y)); birthTime = Time.time; }
// Start is called before the first frame update void Awake() { bndCheck = GetComponent <boundsScript>(); rend = GetComponent <Renderer>(); rigid = GetComponent <Rigidbody>(); }