void Start() { enemySight = this.GetComponent <fps_EnemySight>(); nav = this.GetComponent <NavMeshAgent>(); player = GameObject.FindGameObjectWithTag(tags.player).transform; playerHealth = player.GetComponent <fps_PlayerHealth>(); }
void Start() { hash = GameObject.FindGameObjectWithTag(tags.gameController).GetComponent <HashIDs>(); nav = this.GetComponent <NavMeshAgent>(); col = GetComponentInChildren <SphereCollider>(); anim = this.GetComponent <Animator>(); player = GameObject.FindGameObjectWithTag(tags.player); playerHealth = player.GetComponent <fps_PlayerHealth>(); playerControl = player.GetComponent <fps_PlayerControl>(); playerPosition = resetPosition; fps_GunScript.PlayerShootEvent += ListenPlayer; }
private float scaleDamage; //伤害的取值范围 void Start() { anim = this.GetComponent <Animator>(); laserShotLine = this.GetComponentInChildren <LineRenderer>(); laserShotLight = laserShotLine.gameObject.GetComponent <Light>(); col = GetComponentInChildren <SphereCollider>(); player = GameObject.FindGameObjectWithTag(Tags.player).transform; playerHealth = player.GetComponent <fps_PlayerHealth>(); hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <HashIDs>(); laserShotLine.enabled = false; laserShotLight.intensity = 0; scaleDamage = maximumDamage - minimumDamage;//计算伤害范围 }