public void createEnemies(int faction) { GameObject newEnemy = Instantiate(enemies[choice], transform.position + new Vector3(0, 1f, 0), transform.rotation, GetComponentInParent <Spawn>().gameObject.transform); if (choice == 0) { MeleeEnemy setup = newEnemy.GetComponent <MeleeEnemy>(); setup.healthMax = meleeNums.enemyHealth; //10 setup.speed = meleeNums.enemySpeed; //2 setup.gravity = meleeNums.enemyGravity; //20 setup.attackRange = meleeNums.attackRange; //5 setup.chargeTime = meleeNums.chargeTime; //5 setup.postLockTime = meleeNums.postLockTime; //2 setup.chargeDist = meleeNums.chargeDist; //10 setup.orig = GetComponentInParent <ScalingTracker>().factionMats[faction]; setup.faction = faction; DealDamage dmgSetup = newEnemy.GetComponent <DealDamage>(); dmgSetup.damage = meleeNums.enemyDamage;//5 } else { MainRanged setup = newEnemy.GetComponent <MainRanged>(); setup.RoF = rangedNums.RoF; setup.radius = rangedNums.radius; setup.turnSpeed = rangedNums.turnSpeed; setup.healthMax = rangedNums.healthMax; setup.height = rangedNums.height; setup.orig = GetComponentInParent <ScalingTracker>().factionMats[faction]; setup.faction = faction; ProjectileValues dmgSetup = newEnemy.GetComponentInChildren <ProjectileValues>(); dmgSetup.damage = rangedNums.damage;//5 } }
void Start() { player = GetComponentInParent <MiscReferences>().player; parentRoom = GetComponentInParent <MainRoom>(); parentRoom.enemyCount += 1; aiCheck = GetComponentInParent <Spawn>(); lght = GetComponentInChildren <Light>(); intensity = 0; direction = 1; speed = (2 * Mathf.PI) / turnSpeed; timer = 0; gun = GetComponentInChildren <ProjectileValues>(); center = player.transform.position; currentHealth = healthMax; GetComponentInChildren <ProjectileValues>().parentLoc = GetComponentInParent <Spawn>().transform; rm = transform.Find("Geometry").Find("Tetrahedron").gameObject.GetComponent <Renderer>(); rm.material = orig; aggro = player; rb = GetComponent <Rigidbody>(); }
// Start is called before the first frame update void Start() { ammo = weaponHandler.GetComponent <AmmoTracker>(); anim = GetComponent <Animation>(); shooty = projectileSource.GetComponent <ProjectileValues>(); }