// Use this for initialization void Start() { float fHp = (100.0f + m_fPlusHp) * m_fDifficultyHp; m_cMonsterStatus.init(fHp, 6.0f, 0.0f); for (int i = 0; i < m_nTargetCount; i++) { m_arTargetTransform[i] = m_goTmpTargetParent.transform.GetChild(i); } m_nNextTarget = 1; }
// Use this for initialization void Start() { float fHp = (m_arHp[m_cEnemyWave.getStageCount() / 11]) * m_fDifficultyHp; m_hp1 = fHp; m_cMonsterStatus.init(fHp, 6.0f, 0.0f); for (int i = 0; i < m_nTargetCount; i++) { m_arTargetTransform[i] = m_goTmpTargetParent.transform.GetChild(i); } m_nNextTarget = 1; }
// Use this for initialization void Start() { m_cMonsterStatus = new C_MONSTERSTATUS(); float fHp = (100.0f + m_fPlusHp) * m_fDifficultyHp; m_cMonsterStatus.init(fHp, 4.5f, 0.0f); for (int i = 0; i < m_nTargetCount; i++) { m_arTargetTransform[i] = m_goTmpTargetParent.transform.GetChild(i); } m_nNextTarget = 1; Debug.Log(fHp); }