private bool GameFinished; // disable movement and shooting when the player is dead // All Components get initialized void Awake() { Player = GameObject.FindGameObjectWithTag("Player"); // identify the player to chase EnemySpawns.EnemyCount++; // increase the global enemycount by 1 Stats = GetComponent <Objectstats>(); rb = GetComponent <Rigidbody>(); MovementEasy = GetComponent <EnemyMovementEasy>(); //MovementMedium = GetComponent<EnemyMovementMedium>(); // MovementHard = GetComponent<EnemyMovementHard>(); ShootingEasy = GetComponent <EnemyShootingEasy>(); //ShootingMedium = GetComponent<EnemyShootingMedium>(); // ShootingHard = GetComponent<EnemyShootingHard>(); //ShootingMedium.enabled = false; //ShootingHard.enabled = false; //MovementMedium.enabled = false; //MovementHard.enabled = false; }
// Use this for initialization void Start() { rb = GetComponent <Rigidbody>(); floormask = LayerMask.GetMask("Floor"); Stats = GetComponent <Objectstats>(); }
// Use this for initialization void Start() { Stats = GetComponent <Objectstats>(); }
//private Ray RayToPlayer; //private RaycastHit RayHitPlayerFound; // Use this for initialization void Awake() { Stats = GetComponent <Objectstats>(); Controller = GetComponent <UnitController>(); }
// Use this for initialization void Start() { WeaponController = GetComponent <EnemyWeaponController>(); Stats = GetComponent <Objectstats>(); }