Exemple #1
0
	void OnEnable(){
		_animator = GetComponent<Animator> ();
		mySences = this.GetComponent<EnemySences>();
		source = GetComponent<AudioSource>();
		agent = (NavMeshAgent)this.GetComponent("NavMeshAgent");
		Player = (GameObject)GameObject.FindGameObjectWithTag("Player");
		playerScript = Player.GetComponent<LocomotionPlayer>();
		rigidBodies = GetComponentsInChildren<Rigidbody>();//our character is a ragdoll, lets collect its rigidbodies
		state = Enemy.State.Patrol;//starting state set to idle
		StartCoroutine("FSMach");//start our state machine	
	}
    void Start()
    {
        PlayerAC = gameObject.GetComponent <LocomotionPlayer>();
        // 设置ID
        SetID(++EntityManager.lastEntityID);

        for (int i = 0; i < arraryOfVoices.Length; i++)
        {
            PlayerVoices.Add(arraryOfVoices[i].name, arraryOfVoices[i]);
        }
        voice = this.gameObject.GetComponent <AudioSource>();

        EntityManager.Instance().RegisterEntity(this);
        target          = GameObject.FindGameObjectWithTag(Tags.Leader);
        States          = this.gameObject.transform.FindChild("PlayerStates").GetComponent <PlayerStates>();
        m_pStateMachine = new StateMachine <Player>(this);
        m_pStateMachine.SetCurrentState(States.EmptyState);
    }
Exemple #3
0
	private Vector3 lookDirection;//look direction

	void Start () {		
///////CACHING VARIABLES
		_animator = GetComponent<Animator> ();
		mySences = this.GetComponent<EnemySences>();
		source = GetComponent<AudioSource>();
		agent = (NavMeshAgent)this.GetComponent("NavMeshAgent");
		Player = (GameObject)GameObject.FindGameObjectWithTag("Player");
		playerScript = Player.GetComponent<LocomotionPlayer>();
		rigidBodies = GetComponentsInChildren<Rigidbody>();//our character is a ragdoll, lets collect its rigidbodies
		state = Enemy.State.Patrol;//starting state set to idle
		StartCoroutine("FSMach");//start our state machine	
		m_AudioSource = GetComponent<AudioSource>();
				//foreach (Rigidbody rb in rigidBodies){//lets make all reigidbodies of the character kinematic
		//	rb.isKinematic = true;
		//}
		//foreach (Collider col in ragDallColliders){
		//	col.enabled = false;//lets make all the colliders of the character disabled
		//}		
	}