void SetInitialReferences() { gunMaster = GetComponent <Gun_Master>(); if (GetComponent <Animator>() != null) { myAnimator = GetComponent <Animator>(); } if (GameManager_References._player != null) { playerMaster = GameManager_References._player.GetComponent <Player_Master>(); ammoBox = GameManager_References._player.GetComponent <Player_AmmoBox>(); } }
void SetInitialReferences() { gunMaster = GetComponent <Gun_Master>(); myTransform = transform; if (transform.root.GetComponent <NPC_Master>() != null) { npcMaster = transform.root.GetComponent <NPC_Master>(); } if (transform.root.GetComponent <NPC_StatePattern>() != null) { npcStatePattern = transform.root.GetComponent <NPC_StatePattern>(); } }
void SetInitialReferences() { gunMaster = GetComponent <Gun_Master> (); myTransform = transform; }
void SetInitialReferences() { gunMaster = GetComponent <Gun_Master>(); }
void SetInitialReferences() { gunMaster = GetComponent <Gun_Master> (); myTransform = transform; gunMaster.isGunLoaded = true; //So the player can attempt shooting right away. }
void SetInitialReferences() { gunMaster = GetComponent <Gun_Master>(); myTransform = transform; gunMaster.isGunLoaded = true; }