void Start() { m_nav = GetComponent <AstarAgent>(); m_anim = GetComponent <Animator>(); m_inventory = new List <string>(); m_indicator = GetComponentInChildren <Text>(); }
void Start() { MyState = IAStates.WalkState; checktimeinicial = checkTime; // Llamo la corrutina para que se ejecute a modo de "update" una vez cada Checktime Segundos. agent = GetComponent <AstarAgent>(); rigidbody = GetComponent <Rigidbody2D>(); StartCoroutine(WaitForCheck()); Health = maxHealth; }
protected override void Awake() { base.Awake(); agent = GetComponent<AstarAgent>(); states = GetComponents<State>(); if(AttackRadius>3.5f) pool = GameplayManager.Instance.GetBulletPool(bulletID); }
// Use this for initialization void Start() { AstarAgent = GetComponent <AstarAgent>(); UIManagerDirector.setSelectUI += CheckSelect; UIManagerDirector.selectClear += CheckSelect; }