void Start() { _spotPlayer = GetComponent <SpotPlayer>(); _animator = GetComponent <SpriteAnimator>(); _exploder = GetComponentInChildren <ParticleExplosion>(); // start of by digging down StartCoroutine(DigDown()); }
protected override void Awake() { base.Awake(); _health = GetComponentInParent <HealthController>(); _multiSoundPlayer = GetComponent <MultiSoundPlayer>(); _spotPlayer = transform.parent.transform.Cast <Transform>().FirstOrDefault(x => x.name.Equals("Body")) ?.gameObject .GetComponent <SpotPlayer>(); }
void Start() { _spotPlayer = GetComponent <SpotPlayer>(); _limitedMovementRadius = GetComponent <LimitedMovementRadius>(); _animator = GetComponent <SpriteAnimator>(); //Creates a vector from the "Degree" variable. This will be the jump angle _direction = new Vector2( x: Mathf.Cos((Mathf.PI / 180) * Degree), y: Mathf.Sin((Mathf.PI / 180) * Degree) ).normalized; }
private void Start() { _spotPlayer = GetComponent <SpotPlayer>(); _animator = GetComponent <SpriteAnimator>(); _limitedMovementRadius = GetComponent <LimitedMovementRadius>(); }
private void Awake() { _shooter = GetComponent <EnemyWeaponShooter>(); _spotter = GetComponent <SpotPlayer>(); }