示例#1
0
    void Start()
    {
        rigidbody2D = GetComponent <Rigidbody2D>();
        interact    = GetComponent <InteractAble>();
        attacks     = interact.attacks.Count;

        for (int i = 0; i < interact.attacks.Count; i++)
        {
            coolDowns.Add(interact.attacks[i].AttackCoolDown);
        }

        for (int i = 0; i < interact.attacks.Count; i++)
        {
            baseCoolDowns.Add(interact.attacks[i].AttackCoolDown);
        }
    }
示例#2
0
    // Use this for initialization
    void Start()
    {
        rigidbody2D = GetComponent <Rigidbody2D>();
        lastFaced   = Vector2.right; // default sprite is facing to the right
        isActive    = true;
        interact    = GetComponent <InteractAble>();

        for (int i = 0; i < interact.attacks.Count; i++)
        {
            coolDowns.Add(interact.attacks[i].AttackCoolDown);
        }

        for (int i = 0; i < interact.attacks.Count; i++)
        {
            baseCoolDowns.Add(interact.attacks[i].AttackCoolDown);
        }
    }
示例#3
0
    void Start()
    {
        engaged = true;

        rigidbody2D = GetComponent <Rigidbody2D>();
        interact    = GetComponent <InteractAble>();

        lastFaced = Vector2.right;

        for (int i = 0; i < interact.attacks.Count; i++)
        {
            coolDowns.Add(interact.attacks[i].AttackCoolDown);
        }

        for (int i = 0; i < interact.attacks.Count; i++)
        {
            baseCoolDowns.Add(interact.attacks[i].AttackCoolDown);
        }
    }
示例#4
0
 void Start()
 {
     rigidbody2D = GetComponent <Rigidbody2D>();
     interact    = GetComponent <InteractAble>();
     attacks     = interact.attacks.Count;
 }