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); } }
// 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); } }
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); } }
void Start() { rigidbody2D = GetComponent <Rigidbody2D>(); interact = GetComponent <InteractAble>(); attacks = interact.attacks.Count; }