private void Start() { characterController = GetComponent<CharacterController>(); movementSystem = GetComponent<PlayerInputSystem>(); healthSystem = GetComponent<HealthSystem>(); healthSystem.OnDied += HealthSystem_OnDied; weaponSystem = GetComponent<WeaponSystem>(); weapon = GetComponent<BaseWeapon>(); weaponModifier.SetTarget(weapon); weaponSystem.EquipWeapon(weapon); collisionSystem = GetComponent<CharacterCollisionSystem>(); collisionSystem.OnBulletCollisionEnter.AddListener(OnBulletCollision); }
private void Start() { weaponSystem = GetComponent <WeaponSystem>(); weaponSystem.isEnnemy = true; // create scaled weapon difficulty = DifficultyScaler; baseWeapon = GetComponent <BaseWeapon>(); scaledWeapon = baseWeapon.Clone().Scale(difficulty); // Equip new weapon weaponSystem.EquipWeapon(scaledWeapon); aimSystem = GetComponent <BaseAimSystem>(); healthSystem = GetComponent <HealthSystem>(); healthSystem.OnDied += HealthSystem_OnDied; collisionSystem = GetComponent <CharacterCollisionSystem>(); collisionSystem.OnPlayerCollisionEnter.AddListener(BodyCollider_OnEnter); collisionSystem.OnPlayerCollisionExit.AddListener(BodyCollider_OnExit); collisionSystem.OnBulletCollisionEnter.AddListener(OnBulletCollision); entryDetector = rangeDetection.GetComponent <OverlapCollider>(); entryDetector.OnEnter.AddListener(EntryDetection_OnEnter); rangeDetection.transform.localScale = new Vector3(targettingRange, 1, targettingRange); }