Exemple #1
0
    public virtual void Start()
    {
        //for (int i = 0; i < m_ListVFXPrefabGO.Count; i++)
        //{
        //    m_ListVFXTempGO.Add(null); // to fill the list
        //}
        for (int i = 0; i < m_ListVFXPrefabGO.Count; ++i)
        {
            m_ListVFXTempGO.Add(Instantiate(m_ListVFXPrefabGO[i]));
            DisableVFX(i);
        }

        m_bIsAttacking  = false;
        m_bCanAttack    = true;
        m_StatusEffects = GetComponent <CStatusEffects>();
        m_Animator      = GetComponent <Animator>();
        for (int i = 0; i < m_ListWeaponsGO.Count; ++i)
        {
            m_ListWeaponsGO[i].GetComponent <CWeapon>().SetDamage(m_ListAttackDamage[i]);
            if (m_bShowDebugVFX == false)
            {
                m_ListWeaponsGO[i].GetComponent <MeshRenderer>().enabled = false;
            }
        }
    }
Exemple #2
0
    void Initialize()
    {
        m_bInvincibility = false;
        m_iCurrentHP     = m_iMaxHP;
        if (GetComponent <CAI>())
        {
            m_bIsAI   = true;
            m_eAIType = GetComponent <CAI>().GetAIType();
        }
        if (GetComponent <CGlimmer>())
        {
            m_Glimmer = GetComponent <CGlimmer>();
        }
        m_StatusEffects = GetComponent <CStatusEffects>();
        m_Animator      = GetComponent <Animator>();
        m_Collider      = GetComponent <Collider>();
        m_Rigidbody     = GetComponent <Rigidbody>();

        Shader.SetGlobalFloat("_CurrentHP", m_iCurrentHP / m_iMaxHP);
    }
    void Initialize()
    {
        if (m_bInitialized == false)
        {
            m_vPointOfInterest   = Vector3.zero;
            m_fSecToGenerateDest = m_fSecToGenerateDestBase;

            m_Health = GetComponent <CHealth>();

            m_Agent = GetComponent <NavMeshAgent>();
            if (GetAgent().stoppingDistance == 0)
            {
                GetAgent().stoppingDistance = 1.5f;
                m_fSpeedOriginal            = GetAgent().speed;
            }

            //m_Animator = GetComponent<Animator>();
            m_StatusEffects = GetComponent <CStatusEffects>();

            m_Senses = GetComponent <CSenses>();

            //m_Animations = GetComponent<CAnimations>();

            m_fLoseSightTimer = m_Senses.GetTimeUntilLoseSight();

            m_AIAttack = GetComponent <CAIAttack>();

            if (GetComponentInChildren <CSmokeVFX>())
            {
                m_SmokeVFX = GetComponentInChildren <CSmokeVFX>();
            }
            m_PlayerTransform = CPlayerControlls.GetPlayer().transform;

            m_Animator = GetComponent <Animator>();

            GetAnimator().keepAnimatorControllerStateOnDisable = true;

            m_bInitialized = true;
        }
    }