////////////////////////////////////////////////////////////////////////////// // // //Unity Functions // // // ////////////////////////////////////////////////////////////////////////////// // Use this for initialization void Start() { transform.position = Vector3.zero; navMeshAgent = GetComponent<NavMeshAgent>(); Vector3 destination = Random.insideUnitSphere * 35; destination.y = 0; navMeshAgent.SetDestination(destination); speed = Random.Range(0.75f, 1.25f); }
void Awake () { _navMeshAgent = this.GetComponentInChildren<NavMeshAgent>(); _path = new List<Transform>(); if(PathContainer != null) { foreach (Transform child in PathContainer) { _path.Add(child); } } else { Debug.LogWarning("No path set."); } }
// Use this for initialization void Start() { GeneratePlayerStats(); agent = GetComponent <NavMeshAgent>(); }
private void Start() { navMeshAgent = GetComponent <NavMeshAgent>(); health = GetComponent <Health>(); }
private void Start() { _meshAgent = GetComponent <NavMeshAgent>(); }
void Start() { agent = GetComponent <NavMeshAgent>(); m_Rigidbody = GetComponent <Rigidbody>(); }
void Start() { uziToDrone = GetComponent <NavMeshAgent>(); }
private static bool INTERNAL_CALL_Raycast(NavMeshAgent self, ref Vector3 targetPosition, out NavMeshHit hit){}
private void Awake() { agent = GetComponent <NavMeshAgent>(); }
void Start() { playerPos = (PlayerPoses)FindObjectOfType(typeof(PlayerPoses)); agent = GetComponent <NavMeshAgent>(); allowToMove = true; }
public MoveToTarget(EnemyBehaviour Behaviour, NavMeshAgent agent, EnemyBehaviour.MoveState moveState) { this.behaviour = Behaviour; this.agent = agent; this.moveState = moveState; }
// Start is called before the first frame update void Start() { Agent = GetComponent <NavMeshAgent>(); Inventory = GetComponent <Inventory>(); }
void Start() { agent = GetComponent <NavMeshAgent>(); agent.autoBraking = false; GotoNextPoint(); }
void Start() { _navMeshAgent = GetComponent <NavMeshAgent>(); _botNavPause = GetComponent <BotNavPause>(); _nextDodge = -1; }
void Start() { agent = GetComponent <NavMeshAgent>(); Anim = GetComponent <Animator>(); muzzleFlashTimerStart = muzzleflashtime; }
void Awake () { _navMeshAgent = this.GetComponentInChildren<NavMeshAgent>(); _startingPos = _navMeshAgent.transform.position; }
private static bool INTERNAL_CALL_SetDestination(NavMeshAgent self, ref Vector3 target){}
void Start() { agent = GetComponent <NavMeshAgent>(); anim = GetComponent <Animator>(); lastKnownPosition = transform.position; }
// Start is called before the first frame update void Start() { pillBoi = GetComponent <NavMeshAgent>(); }
private void Awake() { // Get references to components, shouldn't be null because of RequireComponent attribute agent = GetComponent <NavMeshAgent>(); animator = GetComponent <Animator>(); }
private void Start() { destination = Player; agent = GetComponent <NavMeshAgent>(); }
// Start is called before the first frame update void Start() { agent = GetComponent<NavMeshAgent>(); lifePoints = maxLifePoints; healthBarSlider.value = 1; }
public static void ResetMovement(this NavMeshAgent agent) { agent.ResetPath(); agent.velocity = Vector3.zero; }
// Use this for initialization void Start() { target = PlayerManager.instance.player.transform; agent = GetComponent <NavMeshAgent>(); }
// Use this for initialization void Start() { agent = GetComponent <NavMeshAgent> (); agent.SetDestination(destination); }
void Start() { _nav = GetComponent <NavMeshAgent>(); _view = GetComponent <PAIView>(); }
// Start is called before the first frame update void Start() { agent = GetComponent <NavMeshAgent>(); agent.updateRotation = false; agent.updateUpAxis = false; }
private void OnValidate() { _navMeshAgent = GetComponent <NavMeshAgent>(); _animator = GetComponent <Animator>(); }
// Start is called before the first frame update void Start() { a = GetComponent <Animator>(); n = transform.parent.gameObject.GetComponent <NavMeshAgent>(); }
void Start() { meshAgent = GetComponent <NavMeshAgent>(); }
private static extern bool INTERNAL_CALL_Warp(NavMeshAgent self, ref Vector3 newPosition);
public void Awake() { nav = GetComponent <NavMeshAgent>(); }
void Awake() { _transform = transform; _navMeshAgent = this.GetComponentInChildren<NavMeshAgent>(); }
private void Start() { m_Ani = GetComponent <Animator>(); m_Agent = GetComponent <NavMeshAgent>(); Init(); }
private static void INTERNAL_CALL_Move(NavMeshAgent self, ref Vector3 offset){}
private void Awake() { agent = GetComponent <NavMeshAgent>(); animator = GetComponentInChildren <Animator>(); }
private static bool INTERNAL_CALL_CalculatePathInternal(NavMeshAgent self, ref Vector3 targetPosition, NavMeshPath path){}
public ChaseNode(Transform target, NavMeshAgent agent, EnemyAI ai) { this.target = target; this.agent = agent; this.ai = ai; }
void Start() { agent = GetComponent<NavMeshAgent>(); waypoints = GameObject.FindGameObjectsWithTag("Waypoint"); }
public NavMeshMobMover(NavMeshAgent agent) { _agent = agent; }