void Awake() { // Setting up the references. enemySight = Nozzle.TraverseHierarchy(transform, "Head").GetComponent <EnemySight>(); enemyGrab = GetComponent <EnemyGrab>(); nav = GetComponent <NavMeshAgent>(); if (GameObject.FindWithTag(Tags.player) != null) { player = GameObject.FindWithTag(Tags.player).transform; } //playerHealth = player.GetComponent<PlayerHealth>(); lastPlayerSighting = GameObject.FindWithTag(Tags.gameController).GetComponent <LastPlayerSighting>(); initialRotation = transform.rotation; }
private AnimatorSetup animSetup; // An instance of the AnimatorSetup helper class. void Awake() { // Setting up the references. player = GameObject.FindGameObjectWithTag(Tags.player).transform; enemySight = Nozzle.TraverseHierarchy(transform, "Head").GetComponent <EnemySight>(); //GetComponent<EnemySight>(); enemyGrab = GetComponent <EnemyGrab>(); nav = GetComponent <NavMeshAgent>(); anim = GetComponent <Animator>(); hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <HashIDs>(); Debug.Log(hash); // Making sure the rotation is controlled by Mecanim. nav.updateRotation = false; // Creating an instance of the AnimatorSetup class and calling it's constructor. animSetup = new AnimatorSetup(anim, hash); // Set the weights for the shooting and gun layers to 1. anim.SetLayerWeight(1, 1f); // anim.SetLayerWeight(2, 1f); // We need to convert the angle for the deadzone from degrees to radians. deadZone *= Mathf.Deg2Rad; }
// Use this for initialization void Start() { enemyGrab = this.GetComponent <EnemyGrab> (); enemy = this.GetComponent <Enemy> (); }