// Use this for initialization
    void Start()
    {
        thePlayerTracker = FindObjectOfType <PlayerPathTracker>();
        enemyObject      = this.gameObject.transform.parent.gameObject;
        rangedAttack     = enemyObject.GetComponent <EnemyRangedAttack>();

        // stillOutOfSight is created to not have the player going back and forth when in range but player out of sight between enemies path and players path
        stillOutOfSight = false;
    }
Ejemplo n.º 2
0
    // Use this for initialization
    void Start()
    {
        enemyObject      = this.gameObject;
        allWaypoints     = FindObjectOfType <AllWaypoints>();
        pathTracker      = enemyObject.GetComponentInChildren <PathTracker>();
        thePlayerTracker = FindObjectOfType <PlayerPathTracker>();

        //waypointsParent = GameObject.Find("WayPointsMaster");

        barrierCheck  = false;
        stillChecking = false;
        notInList     = true;
        count         = 0;
    }