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; } } }
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; } }