private void Awake() { enemySense = GetComponent <EnemySightHearing>(); shootLine = GetComponent <LineRenderer>(); bulletManager = bullet.GetComponent <BulletManager>(); bShooting = false; }
private void Start() { player = GameObject.FindGameObjectWithTag("Player"); enemySense = GetComponentInParent<EnemySightHearing>(); originalScale = transform.localScale; rotator = 0f; increasing = true; }
private void Awake() { enemySense = GetComponent <EnemySightHearing>(); player = GameObject.FindGameObjectWithTag("Player"); shootLine = GetComponent <LineRenderer>(); bulletManager = bullet.GetComponent <BulletManager>(); crosshairManager = GetComponentInChildren <ShinonCrosshairManager>(); bShooting = false; }
private void Awake() { enemySense = GetComponent <EnemySightHearing>(); pHealth = player.GetComponent <PlayerHealth>(); nav = GetComponent <NavMeshAgent>(); rb = GetComponent <Rigidbody>(); enemyAnim = GetComponent <Animator>(); patrolTimer = 0f; distanceToPlayer = 0f; }
private void Awake() { enemyAnim = GetComponent <Animator>(); nav = GetComponent <NavMeshAgent>(); pHealth = player.GetComponent <PlayerHealth>(); enemySight = GetComponent <EnemySightHearing>(); enemyAnim.SetLayerWeight(1, 1f); enemyAnim.SetLayerWeight(2, 1f); ignoreAngle *= Mathf.Deg2Rad; }