// Start is called before the first frame update void Start() { Store_Janitore_RB = GetComponent <Rigidbody2D>(); Store_Janitore_SR = GetComponent <SpriteRenderer>(); Store_Janitore_An = GetComponent <Animator>(); Audio_Prefab_Sp = GetComponent <Audio_Prefab_Spawner>(); }
// Start is called before the first frame update void Start() { Audio_Prefab_Sp = GetComponent <Audio_Prefab_Spawner>(); Doom_Shroom_An = GetComponent <Animator>(); Doom_Shroom_RB = GetComponent <Rigidbody2D>(); Doom_Shroom_SR = GetComponent <SpriteRenderer>(); Doom_Shroom_St = GetComponent <Doom_Shroom_State>(); Event_System.current.onCinematicEnd += Launch_Cinematic; }
// Start is called before the first frame update void Start() { // Get all components Glucose_An = GetComponent <Glucose_Animation>(); Glucose_St = GetComponent <Glucose_States>(); Glucose_Mo = GetComponent <Glucose_Controls>(); Audio_Prefab_Sp = GetComponent <Audio_Prefab_Spawner>(); // Setup Current Health Current_Health = Max_Health; }
// Start is called before the first frame update void Start() { RGB_Slime_RB = GetComponent <Rigidbody2D>(); RGB_Slime_SR = GetComponent <SpriteRenderer>(); RGB_Slime_An = GetComponent <Animator>(); Audio_Prefab_Sp = GetComponent <Audio_Prefab_Spawner>(); //RGB_Slime_St = GetComponent<RGB_Slime_States>(); // Dont work for some reason // Subscribe to cinematic event Event_System.current.onCinematicBegin += Launch_Cinematic; }
// Start is called before the first frame update void Start() { // get component Electricity_Manager_Mo = GetComponent <Electricity_Manager_Movement>(); Electricicy_Manager_At = GetComponent <Electricicy_Manager_Attack>(); Electricity_Manager_An = GetComponent <Electricity_Manager_Animation>(); Boss_Load_Next_Le = GetComponent <Boss_Load_Next_Level>(); Electricity_Manager_Hit_Box = GetComponent <BoxCollider2D>(); Audio_Prefab_Sp = GetComponent <Audio_Prefab_Spawner>(); // Update all scripts states Update_State(State); }
// Start is called before the first frame update void Start() { Blue_Slime_Ex = GetComponentInChildren <Blue_Slime_Explode>(); Blue_Slime_An = GetComponent <Blue_Slime_Animation>(); WatcherRobot_Mo = GetComponent <Mob_Basic_Movement>(); Audio_Prefab_Sp = GetComponent <Audio_Prefab_Spawner>(); switch (Global_Variable.Difficulty_Level) { case 2: Current_Health = Health_Hard; break; case 1: Current_Health = Health_Normal; break; default: Current_Health = Health_Easy; break; } }
// Start is called before the first frame update void Start() { RGB_Slime_An = GetComponent <RGB_Slime_Animation>(); RGB_Slime_St = GetComponent <RGB_Slime_States>(); Audio_Prefab_Sp = GetComponent <Audio_Prefab_Spawner>(); // Switch RGB Slime Attack difficulty switch (Global_Variable.Difficulty_Level) { case 2: Current_Wait_Time = Hard_Wait; break; case 1: Current_Wait_Time = Normal_Wait; break; default: Current_Wait_Time = Easy_Wait; break; } }
// Start is called before the first frame update void Start() { Glucose_An = GetComponent <Glucose_Animation>(); Audio_Prefab_Sp = GetComponent <Audio_Prefab_Spawner>(); }
// Start is called before the first frame update void Start() { Audio_Prefab_Sp = GetComponentInParent <Audio_Prefab_Spawner>(); }