// Use this for initialization void Start() { controller = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameController> (); anim = GetComponent <Animator> (); look = GetComponent <LookAt> (); alertLvl = GetComponent <NPCradar> (); }
void Start() { myRadar = GetComponent <NPCradar> (); isLooking = false; t = 0; viewTarget = GameObject.FindGameObjectsWithTag("Player")[0].transform; anim = GetComponent <Animator>(); //liitetään parametri hahmon Animator-komponenttiin }
// Use this for initialization void Start() { myRadar = gameObject.GetComponent <NPCradar> (); anim = GetComponent <Animator> (); look = GetComponent <LookAt> (); alertLvl = GetComponent <NPCradar> (); alertLvl.isWalking = false; }
// 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) { roundRotation = animator.gameObject.transform.eulerAngles; roundRotation.x = Mathf.Round(roundRotation.x / 90) * 90; roundRotation.y = Mathf.Round(roundRotation.y / 90) * 90; roundRotation.z = Mathf.Round(roundRotation.z / 90) * 90; animator.gameObject.transform.eulerAngles = roundRotation; npcControl = animator.gameObject.GetComponent <NpcDownW> (); characterTrans = animator.gameObject.GetComponent <Transform> (); alertLevel = animator.gameObject.GetComponent <NPCradar> (); animator.applyRootMotion = false; wDirection = false; if (animator.gameObject.transform.position.x > 3.0f) { wDirection = true; } npcControl.isWalking = true; }
// Use this for initialization void Start() { anim = GetComponent <Animator> (); look = GetComponent <LookAt> (); alertLvl = GetComponent <NPCradar> (); }