private void Start() { Store_Janitor_Mo = GetComponentInParent <Store_Janitor_Mouvements>(); Store_Janitor_St = GetComponentInParent <Store_Janitor_States>(); switch (Global_Variable.Difficulty_Level) { case 2: Wait_Time = Hard_Wait_Time; break; case 1: Wait_Time = Normal_Wait_Time; break; default: Wait_Time = Easy_Wait_Time; break; } }
// Start is called before the first frame update void Start() { Store_Janitor_An = GetComponent <Store_Janitor_Animation>(); Store_Janitor_St = GetComponent <Store_Janitor_States>(); Store_Janitor_At = GetComponent <Store_Janitor_Attack>(); HUD = Store_Janitor_St.HUD; switch (Global_Variable.Difficulty_Level) { case 2: Max_Health = Health_Hard; break; case 1: Max_Health = Health_Normal; break; default: Max_Health = Health_Easy; break; } Current_Health = Max_Health; }