// Start is called before the first frame update void Start() { ui = FindObjectOfType <InGameUIManager>(); playerPos = GameObject.FindGameObjectWithTag("Player").transform; seek = gameObject.AddComponent <AerialSeek>() as AerialSeek; seek.Initialize(this); attack = gameObject.AddComponent <BatAttack>() as BatAttack; attack.Initialize(this); SwitchState(State.SEEK); }
// Start is called before the first frame update void Awake() { playerLayer = LayerMask.NameToLayer("Player"); ui = FindObjectOfType <InGameUIManager>(); // TODO make this change to be direction towards player on spawning direction = -1; seek = gameObject.AddComponent <GroundSeek>() as GroundSeek; seek.Initialize(this); attack = gameObject.AddComponent <SlideAttack>() as SlideAttack; attack.Initialize(this); SwitchState(State.SEEK); }
void Awake() { barrel = transform.Find("Barrel"); barrelEnd = barrel.transform.Find("Visual"); firingDistRef = barrel.transform.Find("EndRef"); firingDistRef.position += (Vector3.left * seekRange); playerPos = GameObject.FindGameObjectWithTag("Player").transform; playerLayer = LayerMask.NameToLayer("Player"); ui = FindObjectOfType <InGameUIManager>(); seek = gameObject.AddComponent <TurretSeek>() as TurretSeek; seek.Initialize(this); attack = gameObject.AddComponent <BaseballAttack>() as BaseballAttack; attack.Initialize(this); SwitchState(State.SEEK); }