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;
    }
示例#5
0
    // 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);
    }