示例#1
0
 void Start()
 {
     rPC     = FindObjectOfType <PC_Cont>();
     cRifle  = GetComponent <EN_PRifle>();
     mHealth = _maxHealth;
     mState  = STATE.TRY_TO_FIRE;
 }
示例#2
0
 protected void Start()
 {
     cRigid = GetComponent <Rigidbody2D>();
     cPath  = GetComponent <AI_Pathfind>();
     cSeePC = GetComponent <AI_SeePC>();
     rPC    = FindObjectOfType <PC_Cont>();
 }
示例#3
0
    void Start()
    {
        rPC    = FindObjectOfType <PC_Cont>();
        cRifle = GetComponent <EN_PRifle>();
        cRigid = GetComponent <Rigidbody2D>();

        mHealth.mAmt = mHealth._max;
    }
示例#4
0
 void Start()
 {
     rPC = FindObjectOfType <PC_Cont>();
     if (rPC == null)
     {
         Debug.Log("No player character in scene");
     }
     mGunD.mLastFireTmStmp = Time.time;
 }
示例#5
0
    void Start()
    {
        rPC = FindObjectOfType <PC_Cont>();

        // This is incredibly important due to how I do this later on.
        Vector2 vDif = rPC.transform.position - transform.position;

        cRigid.velocity = vDif.normalized * mProjD._spd;
    }
示例#6
0
    void Start()
    {
        cHpShlds = GetComponent <A_HealthShields>();

        rPC = FindObjectOfType <PC_Cont>();
        if (rPC == null)
        {
            Debug.Log("No player character found");
        }

        gUI = GetComponentInChildren <UI_EN>();
        if (gUI == null)
        {
            Debug.Log("No enemy UI found");
        }
    }
示例#7
0
    public void FAttemptFire(PC_Cont rPC, Vector3 vShotPoint)
    {
        if (mState == STATE.COOLING_DOWN)
        {
            return;
        }
        if (Time.time - mData.mGunD.mLastFireTmStmp > mData.mGunD._fireInterval)
        {
            mData.mGunD.mLastFireTmStmp = Time.time;

            PJ_EN_Plasmoid rPlasmoid = Instantiate(PF_Plasmoid, vShotPoint, transform.rotation);
            Vector3        vDir      = rPC.transform.position - vShotPoint;
            vDir = Vector3.Normalize(vDir);
            rPlasmoid.cRigid.velocity = vDir * rPlasmoid.mProjD._spd;

            mData.mPlasmaD.mHeat += mData.mPlasmaD._heatPerShot;
        }
    }
示例#8
0
    // public ParticleSystem               PF_HitByBullet;
    // public ParticleSystem               PF_Explode;
    // public GFX_Gibs                     PF_Gibs;

    // public float                        _dropAmmoChance = 10f;
    // public float                        _dropHealthChance = 10f;
    // public PCK_Ammo                     PF_AmmoBox;
    // public PCK_Health                   PF_HealthBox;


    protected void Start()
    {
        cRigid = GetComponent <Rigidbody>();
        rPC    = FindObjectOfType <PC_Cont>();
    }
示例#9
0
 void Start()
 {
     rPC    = FindObjectOfType <PC_Cont>();
     cRigid = GetComponent <Rigidbody2D>();
 }
示例#10
0
 void Start()
 {
     rPC = FindObjectOfType <PC_Cont>();
 }