// Start is called before the first frame update void Start() { Watcher_Robot_An = GetComponent <Watcher_Robot_Animation>(); Watcher_Robot_La = GetComponentInChildren <Watcher_Robot_Lazer>(); Watcher_Robot_Mo = GetComponent <Mob_Basic_Movement>(); Target = Watcher_Robot_Mo.Target; Max_View_Distance = Watcher_Robot_Mo.Max_View_Distance; switch (Global_Variable.Difficulty_Level) { case 2: Current_Aim_Time = Aim_Time_Hard; break; case 1: Current_Aim_Time = Aim_Time_Normal; break; default: Current_Aim_Time = Aim_Time_Easy; break; } // Do the update Update_Attack(Current_Attack); Update_State(Current_State); // Pipe event subscription Event_System.current.onPipeEntered += Piped; }
// Start is called before the first frame update void Start() { // Get Movement script and get target Watcher_Robot_Mo = GetComponentInParent <Mob_Basic_Movement>(); //Watcher_Robot_RC = GetComponentInChildren<Watcher_Robot_RayCast>(); Target = Watcher_Robot_Mo.Target; }
// Start is called before the first frame update void Start() { Mob_Basic_Mo = GetComponent <Mob_Basic_Movement>(); Mob_Basic_An = GetComponent <Mob_Basic_Animation>(); switch (Global_Variable.Difficulty_Level) { case 2: Current_Health = Health_Hard; break; case 1: Current_Health = Health_Normal; break; default: Current_Health = Health_Easy; break; } }
// Start is called before the first frame update void Start() { Blue_Slime_Ex = GetComponentInChildren <Blue_Slime_Explode>(); Blue_Slime_An = GetComponent <Blue_Slime_Animation>(); WatcherRobot_Mo = GetComponent <Mob_Basic_Movement>(); Audio_Prefab_Sp = GetComponent <Audio_Prefab_Spawner>(); switch (Global_Variable.Difficulty_Level) { case 2: Current_Health = Health_Hard; break; case 1: Current_Health = Health_Normal; break; default: Current_Health = Health_Easy; break; } }
// Start is called before the first frame update void Start() { // Get the target and the view distance of the movement component Mob_Basic_Mo = GetComponent <Mob_Basic_Movement>(); Mob_An = GetComponent <Animator>(); Target = Mob_Basic_Mo.Target; Max_View_Distance = Mob_Basic_Mo.Max_View_Distance; // Subscribe to the pipe event to Unagro the mob when the target is in a pipe Event_System.current.onPipeEntered += Unagro_Target; switch (Global_Variable.Difficulty_Level) { case 2: Current_Attack_Delay = Hard_Attack_Delay; break; case 1: Current_Attack_Delay = Normal_Attack_Delay; break; default: Current_Attack_Delay = Easy_Attack_Delay; break; } }