public float frontSensorAngle = 45f; //sets angle for secondary front sensor #endregion #endregion // Use this for initialization void Awake() { if (randomAttackState) //if designer chose to have a random attack state use this before anything else { rng = Random.Range(1, 51); if (rng <= 25) //if rng value is less than or equal to 25 select flee { SwitchTo = TypeofEnemy.Flee; } else //else if the value is higher choose to attack player { SwitchTo = TypeofEnemy.sawPlayer; } } motor_ = gameObject.GetComponent <TankMotor>(); //sets motor info from tankdata script tankInfo_ = gameObject.GetComponent <TankData>(); //sets speed info from tankdata script ammunition_ = gameObject.GetComponent <TankData>().Ammo; //sets ammo type from tankdata script tankTransform_ = gameObject.GetComponent <Transform>(); //grabs transform of tank originalState_ = EnemyType; //sets up an original state to default back to based off designer decision sensing = GetComponent <AISensoryScript>(); //grabs sensory input from AISensoryScript originPoint = gameObject.GetComponent <Transform>().position; //sets up origin point based off tank spawn to go back to (if applicable) origlife = gameObject.GetComponent <TankData>().tankHealth; // sets up life here to use origRespawnTime_ = respawnTime; //sets original respawn time to user defined respawn time sfxAudio = GetComponent <AudioSource>(); }