protected override void Awake() { _bullPawn = gameObject.GetComponent <BullPawn>(); ChangeAttackState <BullAState_Idle>(); ChangeConditionState <BullCState_Alive>(); }
protected override void Awake() { base.Awake(); if (InstanceBoss is BullPawn) { Bull = (BullPawn)InstanceBoss; Bull.AttackCycleFinish += StartBossTheme; StartCoroutine(DramaticEntrance(entranceWaitTime)); } }
protected override void Awake() { _ownType = ControllerType.AI; ControlPawn(_controlledPawn); if (_controlledPawn is BullPawn) { Bull = (BullPawn)_controlledPawn; } else { LogMsg("BULL CONTROLLER DOES NOT HAVE BULL PAWN ATTACHED. THIS IS AN ERROR."); } }