public Coroutine firingCoroutine; //coroutine de tir // Start is called before the first frame update void Awake() { cooldownTimer = cooldown; ennemy = GetComponentInParent <Ennemy>(); playerDetector = GetComponentInChildren <PlayerDetector>(); soundEffectsGenerator = GetComponentInChildren <SoundEffectsGenerator>(); //Find pooler for (int i = 0; i < GameManagerScript.current.poolers.Length; i++) { if (GameManagerScript.current.poolers[i].salvePrefab == bulletPrefab.GetComponent <Salve>()) { pooler = GameManagerScript.current.poolers[i]; } } if (isTurretBeam && beam != null) { beam.damage = globalDamage; } }
public Coroutine manualFiringCoroutine; //coroutine de tir manuel de la tourelle public void OnValidate() { //Initiate turrets stats from its description if (descritpion != null) { updateTurretStats(); if (descritpion.modifierPrimaryType == ModifierPrimaryType.Beam) //Beam turret { isTurretBeam = true; } if (descritpion.actualAmmo > 0) //Turret with ammunitions { maxAmmo = descritpion.actualAmmo; actualAmmo = maxAmmo; } } soundEffectsGenerator = GetComponentInChildren <SoundEffectsGenerator>(); }