private void Awake()
    {
        m_cc    = GetComponent <CharacterController>();
        m_stat  = GetComponent <BossStat>();
        m_anim  = GetComponentInChildren <Animator>();
        m_sight = GetComponentInChildren <Camera>();

        m_playercc        = GameObject.FindGameObjectWithTag("Player").GetComponent <CharacterController>();
        m_playerTransform = m_playercc.transform;
        m_targetTransform = this.transform;

        BossState[] stateValues = (BossState[])System.Enum.GetValues(typeof(BossState));
        foreach (BossState s in stateValues)
        {
            System.Type  FSMType = System.Type.GetType("Boss" + s.ToString());
            BossFSMState state   = (BossFSMState)GetComponent(FSMType);
            if (null == state)
            {
                state = (BossFSMState)gameObject.AddComponent(FSMType);
            }

            m_states.Add(s, state);
            state.enabled = false;
        }
    }
Esempio n. 2
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    // Use this for initialization
    void Awake()
    {
        anim              = transform.parent.GetComponent <Animator>();
        state             = transform.GetComponent <BossState>();
        hp                = transform.parent.GetComponent <HP>();
        bossPage          = 1;
        playerGroundCheck = false;
        playerMove        = player.GetComponent <PlayerMove>();
        playerFsm         = player.transform.GetChild(0).GetComponent <PlayerFSM>();
        oldHp             = hp.hp;


        Boss_State[] stateValues = (Boss_State[])System.Enum.GetValues(typeof(Boss_State));
        foreach (Boss_State s in stateValues)
        {
            System.Type  FSMType = System.Type.GetType("Boss" + s.ToString());
            BossFSMState state   = (BossFSMState)GetComponent(FSMType);
            if (null == state)
            {
                state = (BossFSMState)gameObject.AddComponent(FSMType);
            }
            _states.Add(s, state);
            state.enabled = false;
        }
    }