/* * Get SpriteRenderer, BattleNPC that owns this skill, & Bytes attached to skill * Disable this skill, until it is used */ protected virtual void Awake() { SkillSpriteRenderer = GameGlobals.AttachCheckComponent <SpriteRenderer>(this.gameObject); SkillOwner = GameGlobals.AttachCheckComponentParent <BattleNPC>(this.gameObject); m_ManagedBytes = GetComponents <SkillByte>(); ResetSkill(); }
// Use this for initialization void Awake() { m_Rigid2d = GameGlobals.AttachCheckComponent <Rigidbody2D>(this.gameObject); m_ParentSkillByte = GameGlobals.AttachCheckComponentParent <ProjectileAttackByte>(this.gameObject); m_SpriteRenderer = GameGlobals.AttachCheckComponent <SpriteRenderer>(this.gameObject); this.tag = (BattleGlobals.IsHeroTeamTag(m_ParentSkillByte.ParentSkill.SkillOwner.tag)) ? BattleGlobals.TAG_FOR_HERO_PROJ : BattleGlobals.TAG_FOR_ENEMY_PROJ; this.name = GameGlobals.TrimCloneFromName(this.name) + "(" + m_ParentSkillByte.ParentSkill.SkillOwner + ")"; // If the object is homing, this does not matter m_ProjDirection = (this.gameObject.CompareTag(BattleGlobals.TAG_FOR_HERO_PROJ)) ? Vector2.left : Vector2.right; m_mainTarget = null; }