void Start() { skelWalk = GetComponent <SkeletonWalk> (); // skelRadar = GetComponentInChildren<SkeletonRadar> (); skelAttack = GetComponentInChildren <SkeletonAttack> (); anim = GetComponent <Animator> (); states.attacking = false; states.dead = false; states.hit = false; states.idle = false; states.spotted = false; states.walking = true; }
void Awake() { zombie01Agent = zombie01.GetComponent <NavMeshAgent> (); zombie02Agent = zombie02.GetComponent <NavMeshAgent> (); skeletonAgent = skeleton.GetComponent <NavMeshAgent> (); zombie01Attack = zombie01.GetComponent <ZombieAttack> (); zombie02Attack = zombie02.GetComponent <ZombieAttack> (); skeletonAttack = skeletonGameObject.GetComponent <SkeletonAttack> (); zombie01Speed = 2f; zombie02Speed = 2.5f; skeletonSpeed = 2f; zombie01Rate = 1f; zombie02Rate = .75f; skeletonRate = 2f; InstantiateZombie01(1); }
// Use this for initialization void Start() { player = FindObjectOfType<PlatformerCharacter2D>().gameObject; boneParent = GameObject.FindWithTag("Container"); animator = GetComponent<Animator>(); fsmSystem = new FSMSystem(); SkeletonAttack sa = new SkeletonAttack(animator, player, attackDistance); sa.AddTransition(Transition.LostPlayer, StateID.Idle); sa.AddTransition(Transition.Dying, StateID.Dead); SkeletonJump sj = new SkeletonJump(animator); sj.AddTransition(Transition.StopJump, StateID.Idle); sj.AddTransition(Transition.Dying, StateID.Dead); sj.AddTransition(Transition.Jumping, StateID.Jumping); SkeletonMove sm = new SkeletonMove(animator, player, attackDistance); sm.AddTransition(Transition.Jumping, StateID.Jumping); sm.AddTransition(Transition.Dying, StateID.Dead); sm.AddTransition(Transition.DetectedPlayer, StateID.Attacking); fsmSystem.AddState(sm); fsmSystem.AddState(sj); fsmSystem.AddState(sa); visible = false; }
// Use this for initialization void Awake() { skeletonAttack = GetComponentInParent <SkeletonAttack> (); }