Пример #1
0
 // Start is called before the first frame update
 void Start()
 {
     pointToGo     = GameObject.Find("BossSpawnPoint").transform;
     _healthObject = GameObject.Find("Canvas").transform.Find("BossHealthBar").gameObject;
     _spawnManager = GameObject.Find("Spawn_Manager").GetComponent <spawnManager>();
     _curRound     = _spawnManager.CurRound();
     _maxHealth   *= _curRound;
     _curHealth    = _maxHealth;
     _healthObject.GetComponent <Image>().fillAmount = _curHealth / _maxHealth;
 }
Пример #2
0
    // Start is called before the first frame update
    void Start()
    {
        _player       = GameObject.Find("Player").GetComponent <Player>();
        _Animator     = gameObject.GetComponent <Animator>();
        _collider2D   = GetComponent <Collider2D>();
        _audioSource  = GetComponent <AudioSource>();
        _spawnManager = GameObject.Find("Spawn_Manager").GetComponent <spawnManager>();
        _centerLine   = transform.position.x;
        _shieldObj    = transform.Find("Shields").gameObject;
        _shieldObj.SetActive(false);
        float _shieldRandom = UnityEngine.Random.Range(0f, 100.0f);

        if (_shieldChancePercent >= _shieldRandom)
        {
            _shieldObj.SetActive(true);
            _shields = 1;
        }
        float _smartRandom = UnityEngine.Random.Range(0f, 100.0f);

        if (_smartEnemyPercent >= _smartRandom)
        {
            _smartEnemy = true;
        }
        if (_player == null)
        {
            Debug.LogError("Player is NULL");
        }
        if (_Animator == null)
        {
            Debug.LogError("Animator is NULL");
        }
        if (_spawnManager == null)
        {
            Debug.LogError("Spawn_Manager is NULL");
        }
        if (_collider2D == null)
        {
            Debug.LogError("Collider2D is NULL");
        }
        if (_audioSource == null)
        {
            Debug.LogError("AudioSource is NULL");
        }
        _curWave = _spawnManager.CurWave() * _spawnManager.CurRound();



        StartCoroutine(ShootEnemyLaser());
    }