private void Awake() { mainCamera = Camera.main; weapon = GetComponentInChildren <DemoWeaponScript>(); animator = GetComponentInChildren <Animator>(); rigidbody = GetComponent <Rigidbody>(); }
public override void Construct() { timer = new Timer(-1f); _constructed = true; ownerTransform = context.owner.transform; playerTransform = context.globalData.player.transform; weapon = context.owner.GetComponentInChildren <DemoWeaponScript>(); animator = context.owner.animator; }
private void Awake() { agent = GetComponent <NavMeshAgent>(); mainCamera = Camera.main; weapon = GetComponentInChildren <DemoWeaponScript>(); //rotationCorutine = FaceDirection(transform.forward); agent.updateRotation = false; }
public override NodeStates Evaluate() { if (_constructed) { weapon = context.owner.GetComponentInChildren <DemoWeaponScript>(); weapon.FireWeapon(); NodeState = NodeStates.SUCCESS; return(NodeState); } else { Debug.LogError("Node not constructed!"); return(NodeStates.FAILURE); } }