// Use this for initialization void Start() { thePlayerTracker = FindObjectOfType <PlayerPathTracker>(); enemyObject = this.gameObject.transform.parent.gameObject; rangedAttack = enemyObject.GetComponent <EnemyRangedAttack>(); // stillOutOfSight is created to not have the player going back and forth when in range but player out of sight between enemies path and players path stillOutOfSight = false; }
// Use this for initialization void Start() { enemyObject = this.gameObject; allWaypoints = FindObjectOfType <AllWaypoints>(); pathTracker = enemyObject.GetComponentInChildren <PathTracker>(); thePlayerTracker = FindObjectOfType <PlayerPathTracker>(); //waypointsParent = GameObject.Find("WayPointsMaster"); barrierCheck = false; stillChecking = false; notInList = true; count = 0; }