private void Awake() { mMob = GetComponent <Mob_FlowerBat>(); status = GetComponent <StatusEffect_Object>(); RandomMoveTask = GetComponent <FlowerBat_Task_RandomMove>(); HangTask = GetComponent <FlowerBat_Task_Hang>(); JPS_FollowTask = GetComponent <FlyingMob_JPS_Task_Follow>(); AttackTask = GetComponent <FlowerBat_Task_Attack>(); FleeTask = GetComponent <FlowerBat_Task_Flee>(); }
virtual protected void Awake() { //====================================================================== // ## StatusEffect //====================================================================== mSE = GetComponent <StatusEffect_Object>(); //====================================================================== Init_AniDuration(); // 애니 시간. mRb2d = GetComponent <Rigidbody2D>(); mAnimator = GetComponent <Animator>(); mAttack[eAttackST.PreAttack] = PreAttack; mAttack[eAttackST.Attack] = Attack; MovementAction[MovementState.NoJPS] = () => IsJPSVel = false; MovementAction[MovementState.JPS_Follow] = () => { }; MovementAction[MovementState.JPS_RDMove] = () => { }; }
private void Awake() { m_rb = GetComponent <Rigidbody2D>(); m_ani = GetComponent <Animator>(); m_SEObj = GetComponent <StatusEffect_Object>(); if (m_MoveData.State == MobMoveData.eState.Move) { OnMoveRandom(); } if (m_MoveData.State == MobMoveData.eState.Idle) { OnIdleRandom(); } Init_AniDuration(); // 애니 시간. m_groundDetectionData.Size = m_OneWayCollider.size; // Init Attack Ani? m_atkAct[eAtkST.post] = AttackPost; m_atkAct[eAtkST.pre] = AttackPre; m_jumpHeight = m_jumpData.height; }
protected virtual void Start() { SE_Obj = GetComponent <StatusEffect_Object>(); }