Beispiel #1
0
	void OnEnable(){
		_animator = GetComponent<Animator> ();
		mySences = this.GetComponent<EnemySences>();
		source = GetComponent<AudioSource>();
		agent = (NavMeshAgent)this.GetComponent("NavMeshAgent");
		Player = (GameObject)GameObject.FindGameObjectWithTag("Player");
		playerScript = Player.GetComponent<LocomotionPlayer>();
		rigidBodies = GetComponentsInChildren<Rigidbody>();//our character is a ragdoll, lets collect its rigidbodies
		state = Enemy.State.Patrol;//starting state set to idle
		StartCoroutine("FSMach");//start our state machine	
	}
Beispiel #2
0
    private Vector3 distanceToTarget; //distance to target

    void Start()
    {
///////CACHING VARIABLES
        _animator    = GetComponent <Animator> ();
        mySences     = GetComponent <EnemySences>();
        source       = GetComponent <AudioSource>();
        agent        = (UnityEngine.AI.NavMeshAgent) this.GetComponent("NavMeshAgent");
        Player       = (GameObject)GameObject.FindGameObjectWithTag("Player");
        playerScript = Player.GetComponent <CharacterControl>();
        rigidBodies  = GetComponentsInChildren <Rigidbody>(); //our character is a ragdoll, lets collect its rigidbodies
        state        = Enemy.State.Idle;                      //starting state set to idle
        StartCoroutine("FSMach");                             //start our state machine
        //foreach (Rigidbody rb in rigidBodies){//lets make all reigidbodies of the character kinematic
        //	rb.isKinematic = true;
        //}
        //foreach (Collider col in ragDallColliders){
        //	col.enabled = false;//lets make all the colliders of the character disabled
        //}
    }
Beispiel #3
0
	private Vector3 lookDirection;//look direction

	void Start () {		
///////CACHING VARIABLES
		_animator = GetComponent<Animator> ();
		mySences = this.GetComponent<EnemySences>();
		source = GetComponent<AudioSource>();
		agent = (NavMeshAgent)this.GetComponent("NavMeshAgent");
		Player = (GameObject)GameObject.FindGameObjectWithTag("Player");
		playerScript = Player.GetComponent<LocomotionPlayer>();
		rigidBodies = GetComponentsInChildren<Rigidbody>();//our character is a ragdoll, lets collect its rigidbodies
		state = Enemy.State.Patrol;//starting state set to idle
		StartCoroutine("FSMach");//start our state machine	
		m_AudioSource = GetComponent<AudioSource>();
				//foreach (Rigidbody rb in rigidBodies){//lets make all reigidbodies of the character kinematic
		//	rb.isKinematic = true;
		//}
		//foreach (Collider col in ragDallColliders){
		//	col.enabled = false;//lets make all the colliders of the character disabled
		//}		
	}