public override void Initialize(GameObject usingObj) { eneTree = usingObj.GetComponent <BaseEnemyTree>(); status = usingObj.GetComponent <EnemyStatus>(); anim = usingObj.GetComponent <Animator>(); timer = 0; }
public override void Initialize(GameObject usingObj) { eneTree = usingObj.GetComponent <BaseEnemyTree>(); status = usingObj.GetComponent <EnemyStatus>(); cMinInsideCircle.Set(1, 1); anim = GetComponent <Animator>(); }
public override void Initialize(GameObject usingObj) { eneTree = usingObj.GetComponent <BaseEnemyTree>(); status = usingObj.GetComponent <EnemyStatus>(); belgianAI = transform.root.GetComponentInChildren <BelgianAI>(); delayTimer = 0; anim = GetComponent <Animator>(); }
public override void Initialize(GameObject usingObj) { eneTree = usingObj.GetComponent <BaseEnemyTree>(); status = usingObj.GetComponent <EnemyStatus>(); weaponStat = usingObj.GetComponent <WeaponStatus>(); bulletPrefab = weaponStat.enemyBulletPrefab; shootCount = 0; intervalTimer = 0; thresholdTime = weaponStat.gunIntervalTime; anim = GetComponent <Animator>(); }
private bool useWarp; //ワープ移動できるか //初期化処理関数 void Start() { type = DirectorType.Character; behaviorTree = GetComponent <BaseEnemyTree>(); charCon = GetComponent <CharacterController>(); status = GetComponent <EnemyStatus>(); baseObserver = new List <BaseObserver>(10); movePosition = Vector3.zero; anim = GetComponent <Animator>(); useWarp = false; }
//初期化関数 void Start() { type = DirectorType.Character; behaviorTree = GetComponent <BaseEnemyTree>(); status = GetComponent <BossStatus>(); footsPosition = new Transform[4]; SABoneColliderBuilder[] footCol = GetComponentsInChildren <SABoneColliderBuilder>(); for (int i = 0; i < footCol.Length; i++) { footsPosition[i] = footCol[i].transform; } baseObserver = new List <BaseObserver>(10); freezePos = new Vector3[4]; nUW = false; isFrozen = false; lookAtPos = new Vector3[4]; }
public override void Initialize(GameObject usingObj) { eneTree = usingObj.GetComponent <BaseEnemyTree>(); status = usingObj.GetComponent <EnemyStatus>(); playerSpeed = status.player.GetComponent <PlayerStatus>().GetMoveSpeed(); }