void Awake() { // Setting up the references. enemySight = GetComponent <EnemyZombieSight>(); nav = GetComponent <UnityEngine.AI.NavMeshAgent>(); player = GameObject.FindGameObjectWithTag(DoneTags.player).transform; playerHealth = player.GetComponent <DonePlayerHealth>(); lastPlayerSighting = GameObject.FindGameObjectWithTag(DoneTags.gameController).GetComponent <DoneLastPlayerSighting>(); enemyZombieAttack = GetComponentInChildren <EnemyZombieAttack>(); }
private DoneAnimatorSetup animSetup; // An instance of the AnimatorSetup helper class. void Awake() { // Setting up the references. player = GameObject.FindGameObjectWithTag(DoneTags.player).transform; enemySight = GetComponent <EnemyZombieSight>(); nav = GetComponent <UnityEngine.AI.NavMeshAgent>(); anim = GetComponent <Animator>(); hash = GameObject.FindGameObjectWithTag(DoneTags.gameController).GetComponent <DoneHashIDs>(); // Making sure the rotation is controlled by Mecanim. // nav.updateRotation = false; // Creating an instance of the AnimatorSetup class and calling it's constructor. // animSetup = new DoneAnimatorSetup(anim, hash); // Set the weights for the shooting and gun layers to 1. //anim.SetLayerWeight(1, 1f); //anim.SetLayerWeight(2, 1f); // We need to convert the angle for the deadzone from degrees to radians. // deadZone *= Mathf.Deg2Rad; }