private int wayPointIndex; // A counter for the way point array. void Awake() { enemySight = GetComponent <EnemySight2>(); nav = GetComponent <NavMeshAgent>(); player = GameObject.FindGameObjectWithTag(Tags.player).transform; playerHealth = player.GetComponent <PlayerHealth2>(); lastPlayerSighting = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <LastPlayerSighting>(); }
// Use this for initialization void Awake() { enemySight = GetComponent<EnemySight2>(); nav = GetComponent<NavMeshAgent>(); player = GameObject.FindGameObjectWithTag("Player").transform; audioSource = GetComponent<AudioSource>(); globalLastPlayerSighting = GameObject.FindGameObjectWithTag("GM").GetComponent<LastPlayerSighting>(); character = GetComponent<ThirdPersonCharacter>(); playerScript = player.GetComponent<Player>(); nav.updatePosition = true; nav.updateRotation = false; currentState = AI_STATE.PATROLLING; animator = GetComponent<Animator>(); nextShotDelay = 0.0f; }
private AnimatorSetup animSetup; // An instance of the AnimatorSetup helper class. void Awake() { // Setting up the references. player = GameObject.FindGameObjectWithTag(Tags.player).transform; enemySight = GetComponent <EnemySight2>(); nav = GetComponent <NavMeshAgent>(); anim = GetComponent <Animator>(); hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <HashIDs>(); // Making sure the rotation is controlled by Mecanim. nav.updateRotation = false; // Creating an instance of the AnimatorSetup class and calling it's constructor. animSetup = new AnimatorSetup(anim, hash); // Set the weights for the shooting and gun layers to 1. anim.SetLayerWeight(1, 1f); anim.SetLayerWeight(2, 1f); // We need to convert the angle for the deadzone from degrees to radians. deadZone *= Mathf.Deg2Rad; }