示例#1
0
 void Start()
 {
     hsm           = FindObjectOfType <hellSceneManager>();
     rb.velocity   = new Vector3(2 * MAX_INITIAL_SPEED * (Random.value - .5f), 0, 2 * MAX_INITIAL_SPEED * (Random.value - .5f));
     goal          = new Vector3(0, 0, 0);
     moveCountdown = Random.Range(minStartCountdown, maxStartCountdown);
     healthScript  = HealthScript.AddHealthScript(gameObject, max_health, 4f, Resources.Load <GameObject>("BloodSplatter"), null, DeathFunction);
     hsm.registerSheep(gameObject);
 }
示例#2
0
 void Start()
 {
     chaseTimer         = chasingTimeout;
     directionTimer     = directionTimeout;
     velocityResetTimer = velocityResetTimeout;
     terrainTimer       = 0;
     health             = 30;
     rb = gameObject.GetComponent <Rigidbody>();
     HealthScript.AddHealthScript(gameObject, 40, 4f, Resources.Load <GameObject>("BloodSplatter"));
 }
示例#3
0
    private Vector3 playerTargetDisplacement = new Vector3(0, 5, 0); // bolts are aimed at player's position plus this

    // Start is called before the first frame update
    void Start()
    {
        spawnPoint = transform.position;
        rb         = gameObject.GetComponent <Rigidbody>();
        hsm        = FindObjectOfType <hellSceneManager>();

        // create abduction beam
        lineRenderer                 = gameObject.AddComponent <LineRenderer>();
        lineRenderer.material        = abductBeamMat;
        lineRenderer.widthMultiplier = beamWidth;
        Gradient gradient = new Gradient();

        gradient.SetKeys(
            new GradientColorKey[] { new GradientColorKey(beamStartCol, 0.0f), new GradientColorKey(beamEndCol, 1.0f) },
            new GradientAlphaKey[] { new GradientAlphaKey(beamStartAlpha, 0.0f), new GradientAlphaKey(beamEndAlpha, 1.0f) }
            );
        lineRenderer.colorGradient = gradient;
        lineRenderer.positionCount = 0;


        HealthScript.AddHealthScript(gameObject, startHealth, .6f * transform.localScale.x, null, WoundAction, DeathFunction);

        state = AngelState.JUST_CREATED;
    }