void Start() { health = 1f; _HP = Camera.main; _playerControlModel = _HP.GetComponent <PlayerControlModel>(); healthBar.SetSize(health); healthBar.SetColor(Color.red); }
void Start() { _turret = Camera.main; _playerControl = _turret.GetComponent <PlayerControlModel>(); _appModel = _turret.GetComponent <AppModel>(); DMGCostText.text = $"Cost: {DMGCost}"; ASCostText.text = $"Cost: {ASCost}"; MSCostText.text = $"Cost: {MSCost}"; HPCostText.text = $"Cost: {HPCost}"; }
public void StartDefault(float _ad, float _hp, float _as, float _ms, bool _ranged, bool _attacking = false) { AD = _ad; HP = _hp; AS = _as; MS = _ms; Ranged = _ranged; Attacking = _attacking; _transform = GetComponent <Transform>(); _rigidbody = GetComponent <Rigidbody2D>(); _rigidbody.velocity = Vector2.left * MS; //Make it moving left _turret = Camera.main; _playerControlModel = _turret.GetComponent <PlayerControlModel>(); _appModel = _turret.GetComponent <AppModel>(); _heroesGenerator = _turret.GetComponent <HeroesGenerator>(); _isLast = _heroesGenerator.MobsReleased == _heroesGenerator.WaveCount - 1 ? true : false; _heroes = GameObject.Find("Heroes"); }
// Start is called before the first frame update void Start() { foreach (var hero in Heroes) //Assign rigidbody at the begining so we dont have to do it manually { hero.AddComponent <Rigidbody2D>(); hero.GetComponent <Rigidbody2D>().gravityScale = 0; hero.GetComponent <SpriteRenderer>().sortingOrder = 2; hero.tag = "Hero"; } _turret = Camera.main; _appModel = _turret.GetComponent <AppModel>(); _playerControlModel = _turret.GetComponent <PlayerControlModel>(); _heroesEmpty = GameObject.Find("Heroes"); index = new System.Random(); _isBoss = false; _waveCount = -1f; _spawningPeriod = -1f; _killValue = -1f; }
// Start is called before the first frame update void Start() { _turret = Camera.main; _playerControlModel = _turret.GetComponent <PlayerControlModel>(); _heroesGenerator = _turret.GetComponent <HeroesGenerator>(); _turretHP = _playerControlModel.TurretActualHP; _turretMaxHP = _playerControlModel.TurretMaxHP; _actualLevel = 0; HPText.text = $"{_turretHP}/{_turretMaxHP}"; NextWaveButtonText.text = "Begin game"; _renderer = Defeat.GetComponent <SpriteRenderer>(); _turretRend = TowerSprite.GetComponent <SpriteRenderer>(); _alphaColor = _renderer.material.color; _alphaColor.a = 0; Defeat.SetActive(false); Explosion.SetActive(false); }