public void Init()
        {
            anim     = GetComponentInChildren <Animator> ();
            enTarget = GetComponent <EnemyTarget> ();
            enTarget.Init(anim);

            myBody             = GetComponent <Rigidbody> ();
            agent              = GetComponent <NavMeshAgent>();
            myBody.isKinematic = true;

            a_hook = anim.GetComponent <AnimatorHook> ();
            if (a_hook == null)
            {
                a_hook = anim.gameObject.AddComponent <AnimatorHook>();
            }
            a_hook.Init(null, this);

            ignoreLayers = ~(1 << 9);
        }
        public void Init()
        {
            SetUpAnimator();
            myBody             = GetComponent <Rigidbody> ();
            myBody.angularDrag = 999;
            myBody.drag        = 4;
            myBody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationZ;

            a_hook = activeModel.GetComponent <AnimatorHook> ();
            if (a_hook == null)
            {
                a_hook = activeModel.AddComponent <AnimatorHook>();
            }
            a_hook.Init(this, null);

            gameObject.layer = 8;
            ignoreLayers     = ~(1 << 9);

            anim.SetBool("onGround", true);

            ls_hook.CloseDamageColliders();              //in videos this is dealt with on inventory manager which i am not using
            d_hook.CloseDamageColliders();
            g_hook.CloseDamageColliders();
        }