private void Awake() { enemyPathfindingMovement = GetComponent <EnemyPathfindingMovement>(); enemyCombat = GetComponent <EnemyCombat>(); state = State.Roaming; attackSpeed = GetComponent <EnemyProperties>().AttackSpeed; attackRange = GetComponent <EnemyProperties>().AttackRange; targetRange = GetComponent <EnemyProperties>().TargetRange; }
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); } }
void Awake() { pathfindingMovement = GetComponent <EnemyPathfindingMovement>(); state = State.Roaming; }
private void Awake() { pathfindingMovement = GetComponent <EnemyPathfindingMovement>(); damagePoints = GetComponent <EnemyProperties>().DamagePoints; }