void Start() { //Sets the goal position as the current position. p_goal = transform.position; //Gets the BarrierDetectioCollider. p_barrierDetectionCollider = gameObject.GetChild("BarrierDetectionCollider"); //Sets the actions for OnTriggerEnter and OnTriggerExit. RemoteCollider2DEventController collider = p_barrierDetectionCollider.GetComponent <RemoteCollider2DEventController>(); collider._onTriggerEnter2D += WayLocked; collider._onTriggerExit2D += WayUnlocked; //Sets the remaining time between min and max. p_remainingTime = Random.Range(p_minTime, p_maxTime); //Gets the enemy animator. p_animator = GetComponent <Animator>(); //Sets the available directions. p_directions = new List <Vector3>() { new Vector3(0, 0, 0), new Vector3(0, 0, 90), new Vector3(0, 0, 180), new Vector3(0, 0, 270) }; }
void Start() { //Sets the goal position as the current position. p_goal = transform.position; //Gets the BarrierDetectioCollider. p_barrierDetectionCollider = gameObject.GetChild("BarrierDetectionCollider"); //Sets the actions for OnTriggerEnter and OnTriggerExit. RemoteCollider2DEventController collider = p_barrierDetectionCollider.GetComponent <RemoteCollider2DEventController>(); collider._onTriggerEnter2D += WayLocked; collider._onTriggerExit2D += WayUnlocked; //Gets the GameObject of the Collider that is instantiated when the player attacks. p_photoAtackCollider = gameObject.GetChild("PhotoAttackCollider"); p_photoAtackCollider.SetActive(false); }