// Start is called before the first frame update void Start() { ownNavMeshAgent = GetComponent <NavMeshAgent>(); ownAiming = GetComponent <AIAiming>(); ownMoving = GetComponent <AIMoving>(); Refactor(); }
// Start is called before the first frame update void Start() { rigidbody = GetComponent <Rigidbody>(); aiController = new AIController(); aiMovement = new AIMovement(ref rigidbody, speed, torque, sensors); aiAiming = new AIAiming(turret, barrelWheel, barrels, emitters, maxShots, coolDown, fireRate); frontEmission = frontParticles.emission; backEmission = backParticles.emission; frontEmission.enabled = false; backEmission.enabled = false; StartCoroutine(GetClosestPlayerInterval()); }