private void Awake() { this.movement = this.GetComponent <MovementController>(); this.meleeDealer = this.GetComponent <MeleeDamageDealer>(); this.sprite = this.GetComponent <SpriteRenderer>(); this.animator = this.GetComponent <Animator>(); this.hitbox = this.GetComponent <BoxCollider2D>(); this.player = GameManager.Player; this.spikeManager = new GameObject("Spike Manager"); this.spikeManager.transform.SetParent(GameManager.LevelManager.Active.transform); this.spikeManager.transform.position = Vector3.zero; this.scythe = Instantiate(this.scythePrefab); this.scythe.transform.SetParent(GameManager.LevelManager.Active.transform); this.scythe.SetActive(false); for (int i = 0; i < 35 / this.spikeSpacing; i++) { GameObject newSpike = Instantiate(this.spike); newSpike.transform.SetParent(this.spikeManager.transform); newSpike.transform.position = new Vector2(2.5f + i * this.spikeSpacing, 1.5f); newSpike.SetActive(false); } this.GetComponent <DamageTaker>().OnDie.AddListener(this.OnDeath); }
private void Awake() { this.controller = this.GetComponent <MovementController>(); this.collider = this.GetComponent <BoxCollider2D>(); this.sprite = this.GetComponent <SpriteRenderer>(); this.animator = this.GetComponent <Animator>(); this.meleeAttack = this.GetComponent <MeleeDamageDealer>(); this.damageTaker = this.GetComponent <DamageTaker>(); this.ui = this.GetComponent <PlayerUI>(); for (int i = 0; i < 32; i++) { Physics2D.IgnoreLayerCollision(this.gameObject.layer, i); } this.meleeAttack.OnDamageHit.AddListener(this.BounceOnDownHit); this.meleeAttack.OnDamageHit.AddListener(this.RegenRanged); this.damageTaker.OnTakeDamage.AddListener(this.BlinkOnHit); this.damageTaker.OnDie.AddListener(this.OnPlayerDie); }
void Start() { enemy = GetComponent <EnemyComponent>(); meleeAttack = GetComponent <MeleeDamageDealer>(); }