void Initialize() { m_LayerMaskGround = CLayers.GetLayerMask_Ground(); m_bGrounded = Physics.CheckSphere(transform.position, 1.5f, m_LayerMaskGround); if (m_bGrounded == false) { print("Warning: " + gameObject.name + " isn't on the ground"); } /////////RIGIDBODY///////// m_Rigidbody = GetComponent <Rigidbody>(); m_fOrigDrag = GetRigidbody().drag; m_fOrigMass = GetRigidbody().mass; ///////////AI/////////// m_Animator = GetComponent <Animator>(); if (GetComponent <CAI>()) { m_bIsAI = true; m_AI = GetComponent <CAI>(); GetAnimator().SetFloat("SpeedMultiplier", 1); GetRigidbody().mass = m_fMassNonKnockback; } else { m_bIsAI = false; } }
//Update senses every few frames instead of every frame //add Time.deltaTime to a float every frame even if i don't update that frame. //This is to accumulate the correct values that will be used to multiply with, instead of Time.deltaTime void Start() { m_LayerMask = ~CLayers.GetLayerMask_EnemyAndWeapon(); //layermask to ignore collisions with EnemyLayer and Weapon Layer m_AI = GetComponent <CAI>(); m_Player = CPlayerControlls.GetPlayer(); m_fCurrentSightCone = m_fNormalSightCone; if (m_Head == null) { print("Error: Variable m_Head of " + gameObject.name + " prefab was NULL!"); m_Head = transform; } }
// Start is called before the first frame update void Start() { m_LayerMask = CLayers.GetLayerMask_Enemy(); }