// Use this for initialization void Start() { playerOnSummonArea = false; hint.SetActive(false); bloodCollector = GameObject.Find("Player").GetComponent<BloodCollector>(); summoner = GameObject.Find("Altar").GetComponent<Summoner>(); }
private void changeModel() { if (playerIsADemon) { player.GetComponent <HealthSystem>().updateLifeBar(demon.GetComponent <HealthSystem>().currentHealth); BloodCollector bloodCollector = player.GetComponent <BloodCollector>(); bloodCollector.resetBar(); bloodCollector.scoreBlood = demon.GetComponent <BloodCollector>().scoreBlood; bloodCollector.summonBar.gameObject.SetActive(true); player.transform.position = demon.transform.position; player.transform.rotation = demon.transform.rotation; player.SetActive(true); demon.SetActive(false); } else { demon.GetComponent <HealthSystem>().updateLifeBar(player.GetComponent <HealthSystem>().currentHealth); demon.GetComponent <BloodCollector>().scoreBlood = player.GetComponent <BloodCollector>().scoreBlood; player.GetComponent <BloodCollector>().summonBar.gameObject.SetActive(false); demon.transform.position = player.transform.position; demon.transform.rotation = player.transform.rotation; player.SetActive(false); demon.SetActive(true); } StartCoroutine("InvokeTheDemon"); }
// Use this for initialization void Start() { playerOnSummonArea = false; hint.SetActive(false); bloodCollector = GameObject.Find("Player").GetComponent <BloodCollector>(); summoner = GameObject.Find("Altar").GetComponent <Summoner>(); }
void Start() { bloodCollector = GameObject.Find("Player").GetComponent <BloodCollector>(); currentLevel = getMaximunLevelAvailableFor(bloodCollector.scoreBlood); InvokeRepeating("instantiateEnemyIfNecessary", 0, wavesInfo[currentLevel].appearenceTimePeriod); }
void Start() { bloodCollector = GameObject.Find("Player").GetComponent<BloodCollector>(); currentLevel = getMaximunLevelAvailableFor(bloodCollector.scoreBlood); InvokeRepeating("instantiateEnemyIfNecessary", 0, wavesInfo[currentLevel].appearenceTimePeriod); }