public override void Start() { base.Start(); coefCohesion = 5; coefAlineacion = 5; coefSeparacion = 5; coefLider = 5f; A_ArrayNPC.Add(this); bulletPrefab = GameObject.Find("A_Manager").GetComponent <A_Manager>().bulletPrefab; _viewDistance = 7f; _viewAngle = 50f; fireRate = 1; }
public override void Start() { base.Start(); _sm = new StateMachine(); _sm.AddState(new A_PursuitState(_sm, this)); _sm.AddState(new A_ShootState(_sm, this)); _sm.AddState(new A_FleeState(_sm, this)); _timerFireRate = 1.5f; fireRate = 1; decisionIndex = -1; distanceToShoot = 7; A_ArrayNPC.Add(this); if (target) { nodeNearTarget = CalculateTargetNode(target.transform.position); } timerReCalculatePathFinding = -1; }