// Start is called before the first frame update void Start() { sight = GetComponentInParent <Enemy_Sight>(); agent = GetComponentInParent <NavMeshAgent>(); pHealth = GameObject.FindGameObjectWithTag("Player").GetComponent <Health>(); animator = GetComponentInParent <Animator>(); timer = AttackCD; }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { NPC = animator.gameObject; player = NPC.GetComponent <EnemyAI>().GetPlayer(); agent = NPC.GetComponent <NavMeshAgent>(); points = NPC.GetComponent <Patrol_Points>(); health = NPC.GetComponent <Health>(); rb = NPC.GetComponent <Rigidbody>(); sight = NPC.GetComponentInChildren <Enemy_Sight>(); animator.SetTrigger("Start"); destPoint = 0; }
// Use this for initialization void Start() { rb = gameObject.GetComponent <Rigidbody>(); timer = regenTimer; curHealth = maxHealth; holdHP = curHealth; animator = GetComponent <Animator>(); if (gameObject.tag == "Enemy") { sight = GetComponentInChildren <Enemy_Sight>(); } }
// Start is called before the first frame update void Start() { animator = GetComponent <Animator>(); sight = GetComponentInChildren <Enemy_Sight>(); }