// Use this for initialization void Start() { _health = GetComponent <EnemyHealth> (); _chase = GetComponent <EnemyChasing> (); _patrol = GetComponent <EnemyPatrolling> (); _movement = GetComponent <EnemyMovement>(); _isPatrolling = true;//TEMP }
void Start() //avant c'était Awake { // Setting up the references. player = GameObject.FindGameObjectWithTag("Player"); //Debug.Log(player); //playerHealth = player.currentHealth; characterHealth = player.GetComponent <CharacterHealth>(); //enemyHealth = GetComponent<EnemyHealth>(); anim = GetComponent <Animator>(); enemyPatrolling = GetComponent <EnemyPatrolling>(); enemyChasing = GetComponent <EnemyChasing>(); }
// Use this for initialization void Start() { _movement = GetComponent <EnemyMovement>(); _chase = GetComponent <EnemyChasing> (); _patrol = GetComponent <EnemyPatrolling> (); _collision = GetComponent <CollisionHandler> (); _health = GetComponent <HealthHandler> (); _trigger = GetComponent <TriggerHandler> (); _knockback = GetComponent <EnemyKnockback>(); _animator = GetComponent <EnemyAnimator> (); _isPatrolling = true; //TEMP }
void Awake (){ rigid = GetComponent<Rigidbody2D> (); GameObject playerObj = GameObject.FindGameObjectWithTag ("Player"); if (playerObj != null) { target = playerObj.transform; } //Get all the Scripts needed; _enemy = GameObject.FindGameObjectWithTag("Enemy"); if(_enemy != null){ _enemyMove = _enemy.GetComponent<EnemyMove>(); _enemyHealth = _enemy.GetComponent<EnemyHealth> (); _enemyShoot = _enemy.GetComponent<EnemyWeaponController> (); _enemyEvade = _enemy.GetComponent<EnemyEvasiveManouver> (); _enemyPatrol = _enemy.GetComponent<EnemyPatrolling> (); _enemyChasing = _enemy.GetComponent<EnemyChasing> (); } else { print("Something went Wrong; Could not find this Enemy "+this+" in this scene"); } }
// Start is called before the first frame update void Start() { // Create patrolling points around This, randomly in the This range for (int i = 0; i < patrolPoints.Length; i++) { float xPos = Random.Range(transform.position.x - patrollingRangeX, transform.position.x + patrollingRangeX); float yPos = Random.Range(transform.position.y - patrollingRangeY, transform.position.y + patrollingRangeY); patrolPoints[i] = new Vector3(xPos, yPos, 0f); //Debug.Log(i); } currentPatrolIndex = 0; currentPatrolPoint = patrolPoints[currentPatrolIndex]; anim = GetComponent <Animator>(); enemyChasing = GetComponent <EnemyChasing>(); chasing = enemyChasing.chasing; enemyAttack = GetComponent <EnemyAttack>(); anim.SetBool("Attacking", false); }
// Use this for initialization void Start() { _health = GetComponent <EnemyHealth>(); _chase = GetComponent <EnemyChasing>(); _patrol = GetComponent <EnemyPatrolling>(); }