void Start() { body = GetComponent <Transform>(); hash = GameObject.FindGameObjectWithTag(tags.gameController).GetComponent <HashIDs>(); player = GetComponent <PlayerMovement>(); anim = GetComponent <Animator>(); }
void Awake() { // Setting up the references. charging = GetComponent <ChargingBehaviour>(); social = GetComponent <SocialBehaviour>(); movement = GetComponent <MovementBehaviour>(); player = GameObject.FindGameObjectWithTag(GameTags.player); baseStation = GameObject.FindGameObjectWithTag(GameTags.gameController).GetComponent <KonpanionNest>(); col = GetComponent <SphereCollider>(); anim = GetComponent <Animator>(); playerAnim = player.GetComponent <Animator>(); hash = GameObject.FindGameObjectWithTag(GameTags.gameController).GetComponent <HashIDs>(); lastPlayerSighting = GameObject.FindGameObjectWithTag(GameTags.gameController).GetComponent <LastPlayerSighting>(); checkReachTime = Time.time; objectsInReach = new Dictionary <int, Collider>(); // Set the personal sighting and the previous sighting to the reset position. previousSightingTime = -10; navDestination = Vector3.one; tickTimer = 0; }
void Awake() { anim = GetComponent<Animator>(); hash = GameObject.FindGameObjectWithTag(ScriptTags.gameController).GetComponent<HashIDs>(); player = GameObject.FindGameObjectWithTag(ScriptTags.player); playerInventory = player.GetComponent<PlayerInventory>(); }
void Awake() { // Setting up the references. anim = GetComponent <Animator>(); hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <HashIDs>(); health = HEALTH; }
void Awake() { player = GameObject.FindGameObjectWithTag("Player"); playerStatistics = player.gameObject.GetComponent<PlayerStatistics>(); playerAnimator = player.gameObject.GetComponent<PlayerAnimator>(); animHashes = player.GetComponent<HashIDs>(); }
// Use this for initialization void Start() { // Cursor.visible = false; anim = GetComponent <Animator>(); hashs = GetComponent <HashIDs>(); horseCollider = GetComponent <BoxCollider>(); horseRigidBody = GetComponent <Rigidbody>(); ColliderCenter = horseCollider.center; pivots = GetComponentsInChildren <Pivots>(); //Pivots are Strategically Transform objects use to cast rays used by the horse scaleFactor = transform.localScale.y; //TOTALLY SCALABE HORSE heightHorse = pivots[0].transform.localPosition.y * scaleFactor; // Height from Chest to ground anim.SetInteger("HorseType", (int)horseType); //Adjust the layer for the curret horse Type horseRigidBody.drag = 0; horseRigidBody.angularDrag = 25f; sleepCount = 0; // }
void Awake() { volAdjust = StaticVariables.defaultVolume / 3; anim = GetComponent <Animator>(); hash = GameObject.FindGameObjectWithTag(Tags.dataController).GetComponent <HashIDs>(); }
private HashIDs hash; //HashIDs脚本组件 void Awake() { animator = GetComponent <Animator> (); hash = GameObject.FindWithTag(Tags.GameController).GetComponent <HashIDs> (); //设置Shouting动画层的权重为1 animator.SetLayerWeight(1, 1f); }
void Awake() { //Henter komponentene anim = gameObject.GetComponent <Animator> (); hash = GameObject.Find("gameController").GetComponent <HashIDs> (); fase = GameObject.Find("gameController").GetComponent <FasebytteGraphics> (); }
// Initialize all variables private void Awake() { instance = this; dyingState = Animator.StringToHash("Base Layer.Dying"); deadBool = Animator.StringToHash("Dead"); jumpBool = Animator.StringToHash("Jump"); jumpDownState = Animator.StringToHash("Base Layer.Jump Down"); jumpState = Animator.StringToHash("Base Layer.Jump"); isGroundedBool = Animator.StringToHash("IsGrounded"); locomotionState = Animator.StringToHash("Base Layer.Locomotion"); speedFloat = Animator.StringToHash("Speed"); playerInSightBool = Animator.StringToHash("PlayerInSight"); shotFloat = Animator.StringToHash("Shot"); aimWeightFloat = Animator.StringToHash("AimWeight"); angularSpeedFloat = Animator.StringToHash("AngularSpeed"); openBool = Animator.StringToHash("Open"); throwBool = Animator.StringToHash("Throw Attack"); meleeBool = Animator.StringToHash("Melee Attack"); shootBool = Animator.StringToHash("Shoot"); hitBool = Animator.StringToHash("Hit"); pickUpBool = Animator.StringToHash("PickUp"); pickUpState = Animator.StringToHash("Actions Layer.Picking Up"); hitState = Animator.StringToHash("Actions Layer.Hit Reaction"); specialAttackBool = Animator.StringToHash("Special Attack"); }
private void Awake() { rigidbody = GetComponent <Rigidbody>(); anim = GetComponent <Animator>(); audio = GetComponent <AudioSource>(); hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <HashIDs>(); }
private AnimatorSetup animSetup; // An instance of the AnimatorSetup helper class. void Awake() { // Setting up the references. //Congiguracion de las referencias. player = GameObject.FindGameObjectWithTag(Tags.player).transform; enemySight = GetComponent <EnemySight>(); nav = GetComponent <NavMeshAgent>(); anim = GetComponent <Animator>(); hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <HashIDs>(); // Making sure the rotation is controlled by Mecanim. //Cerciorarse de que la rotacion es controlada por Mecanin y no por el navmeshagent. nav.updateRotation = false; // Creating an instance of the AnimatorSetup class and calling it's constructor. // Creando una instancia de la Clase AnimatorSetup y llamamos el constructor. animSetup = new AnimatorSetup(anim, hash); // Set the weights for the shooting and gun layers to 1. // Establecemos el peso de las capas Shooting y gun a 1. anim.SetLayerWeight(1, 1f); anim.SetLayerWeight(2, 1f); // We need to convert the angle for the deadzone from degrees to radians. // Necesitamos convertir el angulo de deadzone de grados a radianes, ya que el motor lo opera asi mas facil. deadZone *= Mathf.Deg2Rad; }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state //アニメーション開始 / 動作開始 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { hash = GameObject.FindGameObjectWithTag(Tags.player).GetComponent<HashIDs>(); animator.SetFloat(hash.speedFloat, 0f); if (stateInfo.fullPathHash!=hash.EmptyState) { if(stateInfo.fullPathHash==hash.NormalAttack1State|| stateInfo.fullPathHash == hash.NormalAttack2State|| stateInfo.fullPathHash == hash.NormalAttack3State) { PlayerAttack._instance.UseEnergy(SkillType.basic,PosType.basic); } else { if (stateInfo.fullPathHash == hash.Skill1State) { PlayerAttack._instance.UseEnergy(SkillType.skill, PosType.one); } else if (stateInfo.fullPathHash == hash.Skill2State) { PlayerAttack._instance.UseEnergy(SkillType.skill, PosType.two); } else if (stateInfo.fullPathHash == hash.Skill3State) { PlayerAttack._instance.UseEnergy(SkillType.skill, PosType.three); } } } }
private void Awake() { anim = GetComponent<Animator>(); hash = GameObject.FindGameObjectWithTag(Tags.gameConstroller).GetComponent<HashIDs>(); anim.SetLayerWeight(1, 1f); }
void Awake() { anim = this.gameObject.GetComponent <Animator> (); hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <HashIDs> (); player = GameObject.FindGameObjectWithTag(Tags.player); playerInventory = player.GetComponent <PlayerInventory> (); }
private void Awake() { anim = GetComponent <Animator>(); hash = GameObject.FindWithTag(Tags.GameController).GetComponent <HashIDs>(); player = GameObject.FindWithTag(Tags.Player); playerInventory = player.GetComponent <PlayerInventory>(); }
void Awake() { controller = GameObject.FindGameObjectWithTag("GameController"); hash = controller.GetComponent <HashIDs>(); animator = GetComponent <Animator>(); particleContainer = transform.FindChild("ParticleSystem").gameObject; particleContainer2 = transform.FindChild("ParticleSystem2").gameObject; }
void Awake() { rigidbody = GetComponent<Rigidbody> (); audio = GetComponent<AudioSource> (); anim = GetComponent<Animator> (); hash = GameObject.FindGameObjectWithTag (Tags.gameController).GetComponent<HashIDs> (); anim.SetLayerWeight (1, 1f); }
private int count; // The number of colliders present that should open the doors. void Awake() { // Setting up the references. anim = GetComponent <Animator>(); hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <HashIDs>(); player = GameObject.FindGameObjectWithTag(Tags.player); playerInventory = player.GetComponent <PlayerInventory>(); }
private PlayerInventory playerInventory; // Reference to the PlayerInventory script. #endregion Fields #region Methods void Awake() { // Setting up the references. anim = GetComponent<Animator>(); hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<HashIDs>(); player = GameObject.FindGameObjectWithTag(Tags.player); playerInventory = player.GetComponent<PlayerInventory>(); }
void Awake() { anim = GetComponent <Animator>(); playerMovement = GetComponent <playerControl>(); hash = GameObject.FindGameObjectWithTag("MainControl").GetComponent <HashIDs>(); //sceneFadeOut = GameObject.FindGameObjectWithTag("fader").GetComponent<SceneFadeInOut>(); lastPlayerSighting = GameObject.FindGameObjectWithTag("MainControl").GetComponent <EnemySight>().lastPlayerSighting; }
void Awake() { anim = gameObject.GetComponent <Animator> (); hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <HashIDs> (); rd = gameObject.GetComponent <Rigidbody> (); audioS = gameObject.GetComponent <AudioSource> (); anim.SetLayerWeight(1, 1f); }
void Awake() { anim = GetComponent<Animator> (); hash = GameObject.FindWithTag (Tags.GameController).GetComponent<HashIDs> (); player = GameObject.Find ("player"); playerInventory = player.GetComponent<PlayerInventory> (); open = false; }
// Use this for initialization void Awake() { player = GameObject.FindGameObjectWithTag(Tags.player); anim = GetComponent <Animator>(); hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <HashIDs>(); maxIdleMoveTime = Random.Range(setMinIdleMoveTime, setMaxIdleMoveTime); myGravity = -0.1f; }
void Awake() { animator = GetComponent<Animator>(); hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<HashIDs>(); oriPos = transform.position; isWalking = false; isRunning = false; }
void Awake() { anim = GetComponent<Animator> (); playerMovement = GetComponent<PlayerMovement> (); hash = GameObject.FindGameObjectWithTag (Tags.gameController).GetComponent<HashIDs> (); sceneFadeInOut = GameObject.FindGameObjectWithTag (Tags.canvas).GetComponent<SceneFadeInOut> (); lastPlayerSighting = GameObject.FindGameObjectWithTag (Tags.gameController).GetComponent<LastPlayerSighting> (); }
void Awake() { deathanim = GetComponent<Animator> (); playerMovement = GetComponent<PlayerMovement> ();; hash = GameObject.FindWithTag (Tags.GameController).GetComponent<HashIDs> (); screenFadeInOut = GameObject.FindWithTag (Tags.Fader).GetComponent<ScreenFadeInOut> (); lastPlayerSighting = GameObject.FindWithTag (Tags.GameController).GetComponent<LastPlayerSight> (); }
void Awake() { anim = GetComponent <Animator>(); playerMovement = GetComponent <PlayerMovement>(); hash = GameObject.FindWithTag(Tags.GameController).GetComponent <HashIDs>(); sceneFadeInOut = GameObject.FindWithTag(Tags.Fader).GetComponent <SceneFadeInOut>(); lastPlayerSighting = GameObject.FindWithTag(Tags.GameController).GetComponent <LastPlayerSighting>(); }
void Awake() { gameData = GameObject.FindGameObjectWithTag("GameController"); agent = GetComponent<NavMeshAgent>(); data = gameData.GetComponent<GameData>(); hash = gameData.GetComponent<HashIDs>(); lightLevels = GameObject.FindGameObjectWithTag("LightLevels").GetComponent<LightLevels>(); }
void Awake() { // Setting up the references. anim = GetComponent<Animator>(); hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<HashIDs>(); sceneFadeInOut = GameObject.FindGameObjectWithTag(Tags.fader).GetComponent<SceneFadeInOut>(); lastPlayerSighting = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<LastPlayerSighting>(); }
void Awake() { anim = GetComponent<Animator>(); animHashes = GetComponent<HashIDs>(); playerStatistics = GetComponent<PlayerStatistics>(); combatController = GameObject.Find("GameManager").GetComponent<CombatController>(); anim.speed = animSpeed; }
protected override void Awake() { base.Awake(); animator = GetComponent<Animator>(); hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<HashIDs>(); attackDuration = 0.5f; }
void Start () { playerAnimator = GetComponent<Animator> (); controller = (CharacterController)GetComponent (typeof(CharacterController)); hash = GameObject.FindGameObjectWithTag (Tags.gameController).GetComponent<HashIDs> (); stats = this.gameObject.GetComponent<PlayerStats> (); mainCamera = Camera.main; }
internal UnityEngine.AI.NavMeshAgent nav; // Reference to the nav mesh agent. // Use this for initialization protected void Init() { // default activation for the ramp Ergo = new RampActivation(0, 10, 0, 0.1f, 1.1f, 1); anim = GetComponent <Animator> (); hash = GameObject.FindGameObjectWithTag(GameTags.gameController).GetComponent <HashIDs> (); nav = GetComponent <UnityEngine.AI.NavMeshAgent>(); tick = 0; }
void Awake() { animator = GetComponent<Animator> (); hash = GameObject.FindGameObjectWithTag (Tags.gameController).GetComponent < HashIDs> (); bulletShooting = GameObject.FindGameObjectsWithTag("PlayerBullet"); countdownController = GameObject.FindGameObjectWithTag (Tags.gameController); rigidbody = GetComponent<Rigidbody> (); animator.SetLayerWeight (1, 1f); }
void Awake() { anim = GetComponent<Animator>(); player = GameObject.FindGameObjectWithTag("Player").transform; //playerHealth = player.gameObject.GetComponent<PlayerStatsV2>(); hash = GameObject.FindGameObjectWithTag("GameController").GetComponent<HashIDs>(); scaleDamage = maxDamage - minDamage; }
private HashIDs hash; // Reference to the HashIDs.//Referencia para el HashIDs. void Awake() { // Setting up the references.//Creacion de referencias anim = GetComponent <Animator>(); hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <HashIDs>(); // Set the weight of the shouting layer to 1.//Establece el peso de la capa Shouting(gritantdo) a 1 (recuerda que el primer 1 refiere al indice de capa). anim.SetLayerWeight(1, 1f); }
private void Awake() { audio = GetComponent <AudioSource>(); anim = GetComponent <Animator>(); playerMoveMent = GetComponent <PlayerMovement>(); hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <HashIDs>(); screenFadeInOut = GameObject.FindGameObjectWithTag(Tags.fader).GetComponent <ScreenFadeInOut>(); lastPlayerSighting = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <LastPlayerSighting>(); }
// public float tolerance = .05f; void Start() { // if (target == null) // return; Animator animator = GetComponent <Animator> (); HashIDs hash = GameObject.FindGameObjectWithTag("GameController").GetComponent <HashIDs>(); animator.SetFloat(hash.speedFloat, 1f); }
void Awake() { moving = false; mainController = GameObject.FindGameObjectWithTag(Tags.mainController).GetComponent <MainController>(); bombsOnMap = 0; bombsLimit = 1; animator = bombermanBoy.GetComponent <Animator>(); hashIds = GameObject.FindGameObjectWithTag(Tags.mainController).GetComponent <HashIDs>(); }
void Awake() { player = GameObject.FindGameObjectWithTag(Tags.player); playerAnim = player.GetComponent <Animator>(); hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <HashIDs>(); camMovement = Camera.main.gameObject.GetComponent <CameraMovement>(); sceneFadeInOut = GameObject.FindGameObjectWithTag(Tags.fader).GetComponent <SceneFadeInOut>(); liftDoorsTracking = GetComponent <LiftDoorsTracking>(); }
//Fyller referanse variablene med inn hold ved oppstart void Awake() { //HEnter komponetntet anmator i objektet skriptet er koblet til anim = GetComponent <Animator> (); //Finner spillobjektet gameCotroller og dens komponent HashIDs hvor HashID skriptet befinner seg hash = GameObject.Find("gameController").GetComponent <HashIDs> (); //Finner spillobjektet gameController for skripetet FasebytteGraphics er koblet til fasebytteGraphics = GameObject.Find("gameController").GetComponent <FasebytteGraphics> (); }
void Awake() { // Setting up the references. anim = GetComponent <Animator>(); hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <HashIDs>(); // Set the weight of the shouting layer to 1. anim.SetLayerWeight(1, 1f); }
private bool playerDead; // A bool to show if the player is dead or not. void Awake() { // Setting up the references. anim = GetComponent <Animator>(); playerMovement = GetComponent <PlayerMovement>(); hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <HashIDs>(); sceneFadeInOut = GameObject.FindGameObjectWithTag(Tags.fader).GetComponent <SceneFadeInOut>(); lastPlayerSighting = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <LastPlayerSighting>(); }
//public LastPlayerSighting lastPlayerSighting; void Awake() { anim = GetComponent <Animator> (); //enemyMovement = GameObject.FindGameObjectWithTag (Tags.enemyParent).GetComponent <EnemyAI> (); //enemySight = GameObject.FindGameObjectWithTag (Tags.enemyParent).GetComponent <EnemySight> (); //enemyShooting = GameObject.FindGameObjectWithTag (Tags.enemyParent).GetComponent <EnemyShooting> (); hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <HashIDs> (); //lastPlayerSighting = GameObject.FindGameObjectWithTag (Tags.gameController).GetComponent<LastPlayerSighting> (); }
void Awake() { // Setting up the references. anim = GetComponent<Animator>(); hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<HashIDs>(); // Set the weight of the shouting layer to 1. anim.SetLayerWeight(1, 1f); }
void Awake() { lifeTracker = GameObject.FindGameObjectWithTag(Tags.guiController).GetComponent <LifeTracker>(); respawnPosition = GameObject.FindGameObjectWithTag(Tags.player).transform.position; respawnRotation = GameObject.FindGameObjectWithTag(Tags.player).transform.rotation; hash = GameObject.FindGameObjectWithTag(Tags.dataController).GetComponent <HashIDs>(); gameOver = GameObject.FindGameObjectWithTag(Tags.guiController).GetComponent <GameOverGUI>(); spawner = GameObject.FindGameObjectWithTag(Tags.dataController).GetComponent <AsteroidSpawner>(); }
void Awake() { animator = GetComponent <Animator> (); hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <HashIDs> (); bulletShooting = GameObject.FindGameObjectsWithTag("PlayerBullet"); countdownController = GameObject.FindGameObjectWithTag(Tags.gameController); rigidbody = GetComponent <Rigidbody> (); animator.SetLayerWeight(1, 1f); }
void Awake() { player = GameObject.FindGameObjectWithTag(ScriptTags.player); playerAnim = player.GetComponent<Animator>(); hash = GameObject.FindGameObjectWithTag(ScriptTags.gameController).GetComponent<HashIDs>(); camMovement = Camera.main.gameObject.GetComponent<CameraMovement>(); sceneFadeInOut = GameObject.FindGameObjectWithTag(ScriptTags.fader).GetComponent<SceneFadeInOut>(); liftDoorsTracking = GetComponent<liftDoorsTracking>(); }
// Use this for initialization void Awake() { gameData = GameObject.FindGameObjectWithTag("GameController"); animator = GetComponent<Animator>(); data = gameData.GetComponent<GameData>(); hash = gameData.GetComponent<HashIDs>(); inventory = gameData.GetComponent<Inventory>(); music = GameObject.FindGameObjectWithTag("Music").GetComponent<MusicManager>(); }
protected override void Awake() { base.Awake(); ai = GetComponent<MonsterAI>(); animator = GetComponent<Animator>(); hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<HashIDs>(); meshTransform = transform.Find("Armature"); attackDuration = 0.2f + teleportDuration * 2; }
void Awake() { // Setting up the references. animator = GetComponent<Animator>(); playerMovement = GetComponent<PlayerMovement>(); hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<HashIDs>(); enemy = GameObject.FindGameObjectWithTag (Tags.enemy); secondPlayerCamera = GameObject.FindGameObjectWithTag (Tags.secondPlayerCamera); enemySight = enemy.GetComponent<EnemySight> (); }
void Awake() { sheathSwordWaitTime = 0.5f; moveController = GetComponent<MoveController> (); anim = GetComponent<Animator> (); engagedIntoBattle = false; hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<HashIDs>(); rb = GetComponent<Rigidbody2D> (); anim.SetBool (hash.sword, true); }
void Awake() { combatController = GameObject.Find("GameManager").GetComponent<CombatController>(); anim = GetComponent<Animator>(); col = GetComponent<CapsuleCollider>(); enemyInference = GetComponent<EnemyInference>(); enemyStatistics = GetComponent<EnemyStatistics>(); animHashes = GetComponent<HashIDs>(); spawnPosition = transform.position; atSpawn = true; }
void Awake() { nav = GetComponent<NavMeshAgent>(); anim = GetComponent<Animator>(); hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<HashIDs>(); nav.updateRotation = false; animSetup = new AnimatorSetup(anim, hash); anim.SetLayerWeight(1, 1f); anim.SetLayerWeight(2, 1f); deadZone *= Mathf.Deg2Rad; }
void Awake () { anim = GetComponent<Animator>(); hash = GameObject.FindWithTag (Tags.gameController).GetComponent<HashIDs>(); player = GameObject.FindWithTag (Tags.player); playerInventory = player.GetComponent<PlayerInventory>(); audioSource = GetComponent<AudioSource>(); count = 0; }
private LastPlayerSighting lastPlayerSighting; //reference to the LastPlayerSighting script void Awake() { nav = GetComponent<NavMeshAgent>(); col = GetComponent<SphereCollider>(); anim = GetComponent<Animator>(); lastPlayerSighting = GameObject.FindGameObjectWithTag("gameController").GetComponent<LastPlayerSighting>(); player = GameObject.FindGameObjectWithTag("Player"); playerAnim = player.GetComponent<Animator>(); hash = GameObject.FindGameObjectWithTag("gameController").GetComponent<HashIDs>(); personalLastSighting = lastPlayerSighting.resetPosition; //reset positions, so that the enems does not start with chasing the player previousSighting = lastPlayerSighting.resetPosition; }
void Awake() { player = GameObject.FindGameObjectWithTag(Tags.player).transform; enemySight = GetComponent<EnemySight>(); navMeshAgent = GetComponent<NavMeshAgent>(); anim = GetComponent<Animator>(); hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<HashIDs>(); navMeshAgent.updateRotation =false; animSetup = new AnimatorSetup(anim, hash); deadZone *= Mathf.Deg2Rad; }
private void Awake() { nav = GetComponent<NavMeshAgent>(); col = GetComponent<SphereCollider>(); anim = GetComponent<Animator>(); lastPlayerSighting = GameObject.FindGameObjectWithTag(Tags.gameConstroller).GetComponent<LastPlayerSighting>(); player = GameObject.FindGameObjectWithTag(Tags.player); playerAnim = player.GetComponent<Animator>(); playerHealth = player.GetComponent<PlayerHealth>(); hash = GameObject.FindGameObjectWithTag(Tags.gameConstroller).GetComponent<HashIDs>(); personalLastSighting = lastPlayerSighting.resetPosition; previousSighting = lastPlayerSighting.resetPosition; }
void Awake() { // Setting up the references. nav = GetComponent<NavMeshAgent>(); col = GetComponent<SphereCollider>(); anim = GetComponent<Animator>(); lastPlayerSighting = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<LastPlayerSighting>(); player = GameObject.FindGameObjectWithTag(Tags.player); playerHealth = player.GetComponent<PlayerHealth>(); hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<HashIDs>(); // Set the personal sighting and the previous sighting to the reset position. lastPlayerPosition = lastPlayerSighting.resetPosition; }