// 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;
 }
示例#3
0
 // 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;
 }
示例#4
0
 // 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);
 }
示例#6
0
    // 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;
        }
    }
示例#7
0
    // 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;
        }
    }
示例#8
0
 // 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>();
 }