// Use this for initialization void Start() { Health = 2; _player = GameObject.FindGameObjectWithTag("Player").GetComponent <BasePlayerScript>(); Animator = transform.Find("Model").GetComponent <Animator>(); _indicator = transform.Find("Indicator").GetComponent <IndicatorScript>(); _startRot = transform.rotation; _snd = GetComponent <SoundManager>(); //behaviour tree _rootNode = new SequenceNode( new ActionNode(Animate), new SelectorNode( new SequenceNode( new SelectorNode( new ConditionNode(PlayerSpottedAndInRange), new ConditionNode(HitByBarrel) ), new ActionNode(AimAndShoot) ), new ActionNode(StandGuard) ) ) ; StartCoroutine("RunTree"); }
// Use this for initialization public void Start() { Health = 2; _agent = GetComponent <NavMeshAgent>(); Animator = transform.Find("Model").GetComponent <Animator>(); _player = GameObject.FindGameObjectWithTag("Player").GetComponent <BasePlayerScript>(); _povTimer = _povTime; _searchTimer = _searchTime; _chaseTimer = _chaseTime; _indicator = transform.Find("Indicator").GetComponent <IndicatorScript>(); }
// Update is called once per frame void Update() { if (!FreezeY) { transform.Rotate(new Vector3(0, Input.GetAxisRaw("Mouse X") * _orbitSpeed.x, 0), Space.Self); } Vector3 newRot = _xAxis.localEulerAngles; newRot.x += Input.GetAxisRaw("Mouse Y") * _orbitSpeed.y; newRot.x = BasePlayerScript.ClampAngle(newRot.x, _xClamp.x, _xClamp.y); _xAxis.localEulerAngles = newRot; }
private void Start() { _player = transform.parent.GetComponent <BasePlayerScript>(); }