// Use this for initialization void Start() { attr = GetComponent <UnitAttributes> () as UnitAttributes; ai = GetComponent <NavMeshAI> () as NavMeshAI; attacking = false; hasEnemy = true; }
// Use this for initialization void Start() { m_Player = GameObject.FindGameObjectWithTag("Player"); if (m_Enemies != null) { m_EnemieAIScript = m_Enemies[0].GetComponent <NavMeshAI>(); m_EnemyMax = m_Enemies.Length; } }
// Use this for initialization void Start() { eye = GameObject.FindGameObjectWithTag("Eye"); civilian = this.gameObject; nav = civilian.GetComponent <NavMeshAI>(); civTransform = civilian.transform; index = civTransform.GetSiblingIndex(); //Don't run the Update() method if the NPC is an Android // if (!isAndroid) // { stealthScript = eye.GetComponent <Stealth>(); // } coroutine = WaitforPauseMenu(); }
// Update is called once per frame void Update() { if (m_Enemies != null) { Vector3 temppos = m_Player.transform.position - this.transform.position; m_DistToPlayer = temppos.magnitude; if (m_DistToPlayer <= m_DetectRadius)// if magnitude is shorter than radius spawn 1 enemy at a time { m_InsideRadius = true; } if (m_InsideRadius) { if (m_HasSpawned == false) { if (m_Timer == 0) { m_EnemieAIScript = m_Enemies[m_EnemyCount].GetComponent <NavMeshAI>(); m_EnemieAIScript.Activate(); m_EnemyCount++; if (m_EnemyCount >= m_EnemyMax)//reached all enemies spawned { m_HasSpawned = true; } } m_Timer += Time.deltaTime; if (m_Timer >= m_SpawnSpeed) { m_Timer = 0; } } } } }