// Use this for initialization void Start() { meshAgent = GetComponent <NavMeshAgent> (); player = PlayerManager.instance; enemyInteractable = GetComponent <EnemyInteractable> (); meshAgent.stoppingDistance = enemyInteractable.radius; myCombat = GetComponent <CharacterCombat>(); }
//---------------------------- private void Awake() { m_enemyInteractable = GetComponent <EnemyInteractable>(); audioSource = GetComponent <AudioSource>(); playerActor = GameObject.FindObjectOfType <PlayerActor>(); wantedLevel = GameObject.FindObjectOfType <WantedLevel>(); chaseState = new ChaseState(this); alertState = new AlertState(this); patrolState = new PatrolState(this); m_caughtPlayerState = new CaughtPlayerState(this); navMeshAgent = GetComponent <NavMeshAgent>(); navMeshAgent.speed = standartSpeed; enemyAnimator = GetComponent <Animator>(); elephantMovement = playerActor.GetComponent <ElephantMovement>(); if (wayPoints == null) { wayPoints = new Waypoints() { points = new[] { transform.position }, pairs = new[] { new Pair() } } } ; } void OnValidate() { currentState = patrolState; } void Start() { currentState = patrolState; viewCone.MainViewRadius = toleratedSightrange; viewCone.FullViewRadius = sightRange; viewCone.FieldOfView = fieldOfView; OnCaught += StatePatternEnemy_OnCaught; }