void Awake() { charName = "Healer"; maxHealth = 100; health = maxHealth; maxEnergy = 100; energy = maxEnergy; skills = new SkillsSuper[3]; skills[0] = new BasicMelee(); skills[1] = new BasicRanged(); skills[2] = new HealPartyMember(); }
private void Start() { startPosition = transform.position; startPosition.y = 0; // get the components on the object we need ( should not be null due to require component so no need to check ) agent = GetComponentInChildren <UnityEngine.AI.NavMeshAgent>(); character = GetComponent <BasicMovement>(); target = GameObject.FindWithTag("Player").transform; fsmHandler = GetComponent <RangedEnemyHandleFSM>(); agent.updateRotation = false; agent.updatePosition = true; enemy = GetComponent <BasicRanged>(); enemyAudioSource = GetComponent <AudioSource>(); }
//Weapons public static void PopulateRangedWeapons() { var laspistol = new BasicRanged(1, "Laspistol", "A basic weapon of the imperium, common with the imperial guard", 0, Constants.Common, 1.5, 2, Constants.ShortRange, 2, 30, .5); BasicRangedWeapons.Add(laspistol); }