void Awake() { statusMap = new StatusMap(this); actionMap = new ActionMap(this); actionMap.add(ECHO, new Ability(0.5f)); actionMap.add(ATTACK, new Ability(0.2f)); rb = GetComponent <Rigidbody2D>(); respawnPoint = transform.position; gun = transform.FindChild("gun"); playerAudio = GetComponent <AudioSource>(); gunAudio = gun.GetComponent <AudioSource>(); }
/* * Unity Events */ void Awake() { nearbyUnits = new Neighbours <Steering, Steering>(GetComponent <Steering>()); nearbyBuildings = new Neighbours <Unit, Building>(this); statusMap = new StatusMap(this); actionMap = new ActionMap(this); actionMap.add(0, new Ability(fireAbility, 0.1f)); }
public void Start() { MAXV = 4f; ACCEL = 6f; base.Start(); actionMap = new ActionMap(this); actionMap.add(ATTACK, new Ability(1.6f)); }
void Start() { // Constants that are relevant to Steering TURN_RATE = 360f; MAXV = 15f; ACCEL = 40f; turnAutomatically = false; actionMap = new ActionMap(this); actionMap.add(ATTACK, new Ability(0.3f)); base.Start(); updateWeapons(level); }
// Use this for initialization void Start() { actionMap = new ActionMap(this); actionMap.add(0, new Ability(3f)); }