// Start is called before the first frame update /// <summary> /// Start is called on the frame when a script is enabled just before /// any of the Update methods is called the first time. /// </summary> void Start() { intialstats = stats; intialPos = transform.position * 1; enemyDictionary = new SortedDictionary <long, EnemyController>(); rigidBody = GetComponent <Rigidbody2D>(); rangeController = GetComponentInChildren <AttackRangeController>(); _lifeShapeController = GetComponentInChildren <LifeShapeController>(); _lifeShapeController.Init(); _lifeShapeController.UpdateShadow(stats.maxLifes, stats.currentLifes); rangeController.SetOnEnterAction(OnRangeEnter); rangeController.SetOnExitAction(OnRangeExit); _gun = GetComponent <GunController>(); _alive = true; }
public void Init(Transform _playerBase, Transform _playerPosition, int spawnOrigin, int level = 0, System.Action <EnemyController> onDieAction = null) { _onDieAction = onDieAction; playerBase = _playerBase; playerPosition = _playerPosition; _spawnOrigin = spawnOrigin; SelectTarget(); attackRange = GetComponentInChildren <AttackRangeController>(); _lifeShape = GetComponentInChildren <LifeShapeController>(); _lifeShape.Init(); _lifeShape.UpdateShadow(stats.maxLifes, stats.currentLifes); attackRange.SetOnEnterAction(OnRangeEnter); attackRange.SetOnExitAction(OnRangeExit); targetReached = false; rigidBody = GetComponent <Rigidbody2D>(); stats.maxLifes += level; stats.speed.level += level; stats.fireRate.level += level; stats.currentLifes = stats.maxLifes; }
private void Start() { lifesCounterText = GetComponentInChildren <TextMesh>(); _lifeShape = GetComponentInChildren <LifeShapeController>(); Init(); }