void Awake()
 {
     if (!enemy)
         enemy = GetComponent<Enemy> ();
     Weapon = new Item_Weapon ("", minDmg, maxDmg, range, knockback, hitCooldown);
     if (!enemyMovement)
         enemyMovement = GetComponentInChildren<EnemyTargetting> ();
 }
Esempio n. 2
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    // Use this for initialization
    void Start()
    {
        if (!GroundCheck2) {
            GameObject instObj = (GameObject) Instantiate(Player.EnemyGC2, GroundCheck.transform.position + GetComponent<Collider>().bounds.extents.z*transform.forward*0.475f, GroundCheck.transform.rotation);
            instObj.transform.SetParent (transform);
            GroundCheck2 = instObj.GetComponent<GroundDetect>();
        }
        trueSpeed = speed;
        if(transform.FindChild ("StunFX")) {
            StunFX = transform.FindChild ("StunFX").GetComponent<ParticleSystem>();
        }
        if (!effects && GetComponent<Effects> ())
            effects = GetComponent<Effects> ();
        else if (!effects)
            effects = (Effects) gameObject.AddComponent<Effects> ();
        if (!view)
            view = GetComponentInChildren<EnemyTargetting> ();
        if (!WalkAnim)
            WalkAnim = GetComponent<Animation> ();
        BodyMarker[] rendMarkers = GetComponentsInChildren<BodyMarker> ();
        foreach (BodyMarker marker in rendMarkers) {
            if(marker.ColourSample) {
                defColour = marker.GetComponent<MeshRenderer>().materials[marker.submat].color;
            }
            rends.Add(marker.GetComponent<MeshRenderer>());
        }

        if (!HP)
            HP = GetComponent<Health> ();
        if (groundCol) {
            defDFric = groundCol.material.dynamicFriction;
            defSFric = groundCol.material.staticFriction;
        }
        if (!rb) {
            rb = GetComponent<Rigidbody>();
        }
    }