protected void Start() { chase = GetComponent <AIChaseBehaviour>(); layerMask = 1 << LayerMask.NameToLayer("Level"); currentTarget = AIAnalysis.GetClosestEnemy(skillUser.userStats.enemyEntitySets, transform, skillUser.userStats, false, layerMask); StartCoroutine(CheckIfTargetWithinRange()); }
protected void Start() { chase = GetComponent <AIChaseBehaviour>(); layerMask = 1 << LayerMask.NameToLayer("Level"); initialPoint = transform.position; currentTarget = AIAnalysis.GetClosestEnemy(skillUser.userStats.enemyEntitySets, transform, skillUser.userStats, false, layerMask); moveTimer = timeToMoveAgain; attackTimer = timeToAttackAgain; StartCoroutine(CheckIfTargetWithinRange()); }
public void SetTarget(Transform target) { chase = GetComponent <AIChaseBehaviour>(); chase.target = target; triggered = false; }
private void Awake() { chase = GetComponent <AIChaseBehaviour>(); }