void Start() { /**Gets called by unity when the script is initialized * */ //initialization mainState = FiniteState.Still; attackState = AttackState.InPosition; targetWayPointType = WayPoint.ambush; enemyMovement = GetComponent <EnemyMovement> (); character = GetComponent <EnemyCharacter>(); agent = gameObject.GetComponent <NavMeshAgent> (); logicTime = delta_LogicTime; visionTime = delta_VisionTime; threatSpottedeltaTimeimeOut = deltaTime_ThreatSpottedTimemeOut; threat = null; dir = Vector3.zero; ambushTimeOut = 0.0f; delta_AmbushTimeOut = 2.0f; delta_MotionTimeOut = 8.0f; motionTimeOut = time + delta_MotionTimeOut; tactics = RoundManager.AITactics; rand = new System.Random(); }
//======================================================================================== // Use this for initialization void Start() { roundCounter = 0; spawner = gameObject.GetComponent <EnemySpawner>(); AITactics = gameObject.GetComponent <AITacticalUnit>(); KillRound(); gameInProgress = true; }