// Use this for initialization void Start() { agent = GetComponent <NavMeshAgent>(); detectionSphere = GetComponentInChildren <DetectionSphere>(); Debug.Log(patrolRoute.Count); enemyAnim = GetComponent <Animator>(); visitedWaypoints = new List <bool>(); currentWaypoint = patrolRoute[0]; reverse = false; patrol = true; // assign a default value of false for each waypoint in the patrol route for (int i = 0; i < patrolRoute.Count; i++) { visitedWaypoints.Add(false); } }
private void Awake() { _navComponent = GetComponent <NavComponent>(); _detectionSphere = GetComponent <DetectionSphere>(); _boxCollider = GetComponentInParent <BoxCollider>(); _healthComp = GetComponentInParent <HealthComponent>(); damageAmount = 10; if (!_navComponent) { Debug.Log("Failed to get Nav Component " + gameObject.name.ToString() + ", creating one now"); _navComponent = gameObject.AddComponent <NavComponent>(); } if (!_detectionSphere) { Debug.Log("Failed to get DetectionSphere on " + gameObject.name.ToString() + ", creating one now"); _detectionSphere = gameObject.AddComponent <DetectionSphere>(); } if (!_boxCollider) { Debug.LogError("Failed to get BoxCollider on " + gameObject.name.ToString() + ", creating one now"); _boxCollider = gameObject.AddComponent <BoxCollider>(); } if (!_healthComp) { Debug.LogError("Failed to get Health Component on" + gameObject.name.ToString() + " creating one now"); _healthComp = gameObject.AddComponent <HealthComponent>(); } _boxDefaultSize = _boxCollider.size; _boxAttackSize = new Vector3(0.05f, 0.05f, 1f); }