// Use this for initialization void Start() { // initialize projectile spawning if (null == mProjectile) { mProjectile = Resources.Load("Prefabs/lvl1_egg") as GameObject; } mlastEggFire = Time.realtimeSinceStartup; mGameManager = GameObject.Find("GameManager").GetComponent <lvl1_GB>(); }
// Use this for initialization void Start() { NewDirection(); mGameManager = GameObject.Find("GameManager").GetComponent <lvl1_GB>(); mHero = GameObject.Find("Hero").GetComponent <lvl1_IC>(); mRenderder = gameObject.GetComponent <SpriteRenderer>(); mState = EnemyState.Normal; mSpeed = kReferenceSpeed; mHits = 0; wasScary = false; }
// New direction will be something randomly within +- 45-degrees away from the direction // towards the center of the world private void NewDirection() { lvl1_GB globalBehavior = GameObject.Find("GameManager").GetComponent <lvl1_GB>(); // we want to move towards the center of the world Vector2 v = globalBehavior.WorldCenter - new Vector2(transform.position.x, transform.position.y); // this is vector that will take us back to world center v.Normalize(); Vector2 vn = new Vector2(v.y, -v.x); // this is a direciotn that is perpendicular to V float useV = 1.0f - Mathf.Clamp(kTowardsCenter, 0.01f, 1.0f); float tanSpread = Mathf.Tan(useV * Mathf.PI / 2.0f); float randomX = Random.Range(0f, 1f); float yRange = tanSpread * randomX; float randomY = Random.Range(-yRange, yRange); Vector2 newDir = randomX * v + randomY * vn; newDir.Normalize(); transform.up = newDir; }
void Start() { mGameManager = GameObject.Find("GameManager").GetComponent <lvl1_GB>(); mGameManager.addEggCount(); }