// Use this for initialization void Start() { ai = GetComponent <FlierAI>(); health = GetComponent <ComplexEnemyHealth>(); Transform node = health.WeakPoints[0].transform; GameObject next = Instantiate(WormTail); first = next.GetComponent <WormBody>(); WormBody comp = first; WormBody last = first; //next.transform.parent = node; next.transform.position = node.position; node = comp.Connect.transform; node.forward = transform.forward; node.up = Vector3.up; for (int i = 1; i < Length; i++) { next = Instantiate(WormTail); next.name = "Body Segment: " + i; comp = next.GetComponent <WormBody>(); //next.transform.parent = node; next.transform.position = node.position; node = comp.Connect.transform; node.forward = transform.forward; node.up = Vector3.up; last.Weak.Dependant = next; last.Next = comp; last = comp; } health.WeakPoints[0].Dependant = first.gameObject; dist = (transform.position - first.transform.position).magnitude; timer = fireRate; speed = ai.Speed; agility = ai.Agility; enrageState = false; }
public void SetTarget(WormBody target) { Target = target; }