// Start is called before the first frame update void Start() { soundAccess = GameObject.FindWithTag("GameController").GetComponent <SFXController>(); anim = GetComponent <Animator>(); specialAC = GetComponent <SpecialAttackControl>(); timer = Instantiate(timer, new Vector2(100, 100), Quaternion.identity).GetComponent <TimeControl>(); timer.countDown = true; moveQueue = new Queue <int>(9); lightAttackDamage = damageArray[0]; heavyAttackDamage = damageArray[1]; rangedAttackDamage = damageArray[2]; specialAttackDamage = damageArray[3]; }
void Start() { accessSP = gameObject.GetComponent <SpecialAttackControl>(); if (gameObject.tag == "Player") { healthSlider = GameObject.FindWithTag("PlayerHealth").GetComponent <Slider>(); } else if (gameObject.tag == "Enemy") { healthSlider = GameObject.FindWithTag("EnemyHealth").GetComponent <Slider>(); } healthSlider.value = health; blocking = GetComponent <Blocking>(); }
void Start() { accessCC = GameObject.FindWithTag("GameController").GetComponent <ComboCounter>(); accessSP = gameObject.GetComponent <SpecialAttackControl>(); if (gameObject.tag == "Player") { healthSlider = GameObject.FindWithTag("PlayerHealth").GetComponent <Slider>(); fill = GameObject.FindWithTag("PlayerHealthBar").GetComponent <Image>(); } else if (gameObject.tag == "Enemy") { healthSlider = GameObject.FindWithTag("EnemyHealth").GetComponent <Slider>(); fill = GameObject.FindWithTag("EnemyHealthBar").GetComponent <Image>(); } healthSlider.value = health; fill.color = gradient.Evaluate(healthSlider.normalizedValue); //Changes the health bar colour based on the character's HP blocking = GetComponent <Blocking>(); }