void OnTriggerEnter(Collider other) { if (other.tag == "Waypoint" && path != AIMovement.Paths.air) { ai.NextPoint(agent, this, false); } }
protected override void Start() { ai = FindObjectOfType <AIMovement>(); if (path != AIMovement.Paths.air) { int temp = Find(); if (temp == 0) { path = AIMovement.Paths.path1; gameObject.layer = 13; } else if (temp == 1) { path = AIMovement.Paths.path2; gameObject.layer = 14; } else if (temp == 2) { path = AIMovement.Paths.path3; gameObject.layer = 15; } else if (temp == 3) { path = AIMovement.Paths.path4; gameObject.layer = 16; } } base.Start(); agent = GetComponent <NavMeshAgent> (); currentDestination = 0; ai.NextPoint(agent, this, true); canShoot = true; if (enemyType == AttackType.air) { if (fireRate == 0) { fireRate = 1; } cooldown = 1 / fireRate; time = cooldown; } }