// Use this for initialization void Start() { agent = gameObject.GetComponent <NavMeshAgent>(); PointHolder.transform.parent = null; cone = Eye.gameObject.GetComponentInChildren <SightCone>(); cone.sightPoints = sightPoints; stdSpeed = agent.speed; chaseSpeed = agent.speed * chaseSpeedMultiplier; turnSpeed = agent.speed * turnSpeedMultiplier; stdAngularSpeed = agent.angularSpeed; chaseAngularSpeed = stdAngularSpeed * angularSpeedMultiplier; PassiveEyeColours = new Color[eyeLights.Length]; for (int i = 0; i < eyeLights.Length; i++) { //print(eyeLights[i].color); PassiveEyeColours[i] = eyeLights[i].color; } rend = Eye.GetComponent <Renderer>(); //print(rend.material); passiveEyeMat = rend.material; myObjectHandler = gameObject.GetComponent <ObjectInteractions>(); beeper = gameObject.GetComponent <AudioSource>(); initPitch = beeper.pitch; initVolume = beeper.volume; }
// Use this for initialization void Start() { agent = gameObject.GetComponent <NavMeshAgent>(); PointHolder.transform.parent = null; cone = Eye.gameObject.GetComponentInChildren <SightCone>(); cone.sightPoints = sightPoints; stdSpeed = agent.speed; chaseSpeed = agent.speed * chaseSpeedMultiplier; turnSpeed = agent.speed * turnSpeedMultiplier; stdAngularSpeed = agent.angularSpeed; chaseAngularSpeed = stdAngularSpeed * angularSpeedMultiplier; initEyeRot = Eye.rotation.eulerAngles; PassiveEyeColours = new Color[eyeLights.Length]; for (int i = 0; i < eyeLights.Length; i++) { //print(eyeLights[i].color); PassiveEyeColours[i] = eyeLights[i].color; } //rend = Eye.GetComponentInParent<Renderer>(); //print(rend.material); passiveEyeMat = rend.material; //myObjectHandler = gameObject.GetComponent<ObjectInteractions>(); beeper = gameObject.GetComponent <AudioSource>(); initPitch = beeper.pitch; initVolume = beeper.volume; //prevents the return pos in world space from moving around with the golem. returnPos.parent = null; //ensures the scale of the energy source is correct by scaling the point it's parented to relative to the overal object's scale energySourceFinPos.localScale = new Vector3(1 / transform.localScale.x, 1 / transform.localScale.y, 1 / transform.localScale.z); initLightIntensity = new float[eyeLights.Length]; for (int i = 0; i < eyeLights.Length; i++) { initLightIntensity[i] = eyeLights[i].intensity; } initCageScale = cage.transform.localScale.x; }