void Start() { anim = GetComponent <Animator>(); navMeshAgent = GetComponent <UnityEngine.AI.NavMeshAgent>(); AnimHelper = new AnimationUtilities(); spawnZone = 0; }
// Use this for initialization void Start() { PlayerMovement.SetInitialMovement(); anim = GetComponent <Animator>(); AnimHelper = new AnimationUtilities(); initializeCombatController(); }
// Use this for initialization void Start() { anim = GetComponent <Animator>(); AnimHelper = new AnimationUtilities(); InitializeDefaultTierList(); }
// Use this for initialization void Start() { anim = GetComponent<Animator>(); navMeshAgent = GetComponent<NavMeshAgent>(); AnimHelper = new AnimationUtilities(); idleReadyDurationValue = 0f; idleStateHasChanged = false; timerStart = false; combatAnimationInitiated = false; animationPlayed = false; InitializeDefaultTierList(); currentTierPlaying = new DefaultTier(); }
// Use this for initialization void Start() { chaseState = new MajorChaseState(this); alertState = new MajorAlertState(this); patrolState = new MajorPatrolState(this); combatState = new MajorCombatState(this); navMeshAgent = GetComponent <UnityEngine.AI.NavMeshAgent>(); anim = GetComponent <Animator>(); animHelper = new AnimationUtilities(); currentState = patrolState; stop = false; waypoints = new List <Transform>(); }
void Start() { anim = GetComponent<Animator>(); navMeshAgent = GetComponent<NavMeshAgent>(); AnimHelper = new AnimationUtilities(); }