Example #1
0
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        target         = GameObject.Find("Player");
        NPC            = animator.gameObject;
        agent          = NPC.GetComponent <NavMeshAgent>();
        EnemyCharacter = NPC.GetComponent <EnemyThirdPersonCharacter>();

        agent.updateRotation = true;
        agent.updatePosition = true;
        agent.isStopped      = false;
    }
Example #2
0
    // Start is called before the first frame update
    void Start()
    {
        agent     = GetComponent <NavMeshAgent>();
        character = GetComponent <EnemyThirdPersonCharacter>();

        //target_position = transform.position;//makes him stay in place at the start
        //Debug.Log(target_position + "start" + transform.position);

        agent.updateRotation = true;
        agent.updatePosition = true;
        agent.isStopped      = false;
    }
        //public EnemyAI

        private void Start()
        {
            // 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 <EnemyThirdPersonCharacter>();



            agent.updateRotation = false;
            agent.updatePosition = true;

            target_position = transform.position;//makes him stay in place at the start
            Debug.Log(target_position + "start" + transform.position);
        }