// Start is called before the first frame update void Start() { GameObjectDir = gameObject.AddComponent <DirectionScript>(); GameObjectDir.SetDirection(DirectionScript.GameObjectDirection.Right); sr = GetComponent <SpriteRenderer>(); alive = true; carryingitem = false; }
// Start is called before the first frame update void Start() { isFed = false; GameObjectDir = GetComponent <DirectionScript>(); GameObjectDir.SetDirection(DirectionScript.GameObjectDirection.Right); dragonlist.Add(gameObject); GameObject empty; empty = new GameObject("DragonList"); gameObject.transform.parent = empty.transform; List = empty.transform; CreateDragon(); StartCoroutine(PositionUpdating()); }
void CreateDragon() { GameObject obj; for (int i = 0; i < dragonlength; i++) { if (i != dragonlength - 1) { obj = Instantiate(dragonbody, transform.position + new Vector3(-1.0f * (i + 1f), 0f, 0f), Quaternion.identity); } else { obj = Instantiate(dragontail, transform.position + new Vector3(-1.0f * (i + 1f), 0f, 0f), Quaternion.identity); } GameObjectDir = obj.GetComponent <DirectionScript>(); GameObjectDir.SetDirection(DirectionScript.GameObjectDirection.Right); dragonlist.Add(obj); obj.transform.parent = List; } }