private void Awake()
 {
     enemyPathfindingMovement = GetComponent <EnemyPathfindingMovement>();
     enemyCombat = GetComponent <EnemyCombat>();
     state       = State.Roaming;
     attackSpeed = GetComponent <EnemyProperties>().AttackSpeed;
     attackRange = GetComponent <EnemyProperties>().AttackRange;
     targetRange = GetComponent <EnemyProperties>().TargetRange;
 }
Exemple #2
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    public void Spawn()
    {
        gameObject.SetActive(true);
        transform.SetParent(null); // Go to root

        EnemyPathfindingMovement enemyPathfindingMovement = GetComponent <EnemyPathfindingMovement>();
        EnemyTargeting           enemyTargeting           = GetComponent <EnemyTargeting>();

        if (enemyPathfindingMovement != null)
        {
            enemyPathfindingMovement.enabled = false;
        }
        if (enemyTargeting != null)
        {
            enemyTargeting.enabled = false;
        }

        FunctionTimer.Create(() => {
            if (enemyPathfindingMovement != null)
            {
                enemyPathfindingMovement.enabled = true;
            }
            if (enemyTargeting != null)
            {
                enemyTargeting.enabled = true;
            }
        }, 1.5f);

        DissolveAnimate dissolveAnimate = GetComponent <DissolveAnimate>();

        if (dissolveAnimate != null)
        {
            float dissolveTime = 2f;
            dissolveAnimate.StartDissolve(1f, -1f / dissolveTime);
        }
    }
Exemple #3
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 void Awake()
 {
     pathfindingMovement = GetComponent <EnemyPathfindingMovement>();
     state = State.Roaming;
 }
 private void Awake()
 {
     pathfindingMovement = GetComponent <EnemyPathfindingMovement>();
     damagePoints        = GetComponent <EnemyProperties>().DamagePoints;
 }