void Start() { if (GetComponent <HPModule>()) { HPModule TEMP = GetComponent <HPModule>(); TEMP.On_HPModule_Death += MonsterDeath; } EventManager.resetObjects += Reset; startingPosition = gameObject.transform.position; if (JumpPower == 0) { JumpSpeed = 0; } anim = GetComponent <Animator>(); if (DefaultFacingRight) { Vector3 theScale = transform.localScale; theScale.x *= -1; transform.localScale = theScale; // BackupScale = theScale; Canvas[] childCanvases = GetComponentsInChildren <Canvas> (); foreach (Canvas child in childCanvases) { theScale = child.transform.localScale; theScale.x *= -1; child.transform.localScale = theScale; } } MonsterManipulation = gameObject.AddComponent <NewObjectSpawner> (); MonsterManipulation.SetProjectile(0, MonsterProjectile); MonsterManipulation.SetToEnablePooling(0, false); if (GetComponent <CalculateChecks> ()) { calculateChecks = GetComponent <CalculateChecks> (); } else { calculateChecks = gameObject.AddComponent <CalculateChecks> (); } calculateChecks.ChangeLayerMask(whatIsGround); calculateChecks.Set_ColliderIndent(ColliderIndent); StartCoroutine(C_StartAI()); }
void Start() { EventManager.resetObjects += Reset; startingPosition = gameObject.transform.position; anim = GetComponent <Animator>(); if (DefaultFacingRight) { Vector3 theScale = transform.localScale; theScale.x *= -1; transform.localScale = theScale; Canvas[] childCanvases = GetComponentsInChildren <Canvas> (); foreach (Canvas child in childCanvases) { theScale = child.transform.localScale; theScale.x *= -1; child.transform.localScale = theScale; } } MonsterManipulation = gameObject.AddComponent <NewObjectSpawner> (); MonsterManipulation.SetProjectile(0, MonsterProjectile); MonsterManipulation.SetToEnablePooling(0, false); // MonsterManipulation.AddSelfToList (0); // MonsterManipulation.ChangeColor_Children (0, 1f); // MonsterManipulation.SetColor_Random (0); // MonsterManipulation.SetKinematicObjects (0, false); // ScaleModifier = gameObject.transform.localScale.x; if (GetComponent <CalculateChecks> ()) { calculateChecks = GetComponent <CalculateChecks> (); } else { calculateChecks = gameObject.AddComponent <CalculateChecks> (); } calculateChecks.ChangeLayerMask(whatIsGround); StartCoroutine(C_StartAI()); }