public void Awake() { context_ = new AIContext(this); me_ = GetComponent <EnemyScript>(); mySenses_ = GetComponent <ISensingActor>(); movable_ = GetComponent <IMovableActor>(); shooter_ = GetComponent <IShootingActor>(); }
void Start() { myMovement_ = GetComponent <IMovableActor>(); mySenses_ = GetComponent <ISensingActor>(); mySenses_.SetLookForPlayerLoS(true, maxDistance: 10); me_ = GetComponent <IEnemy>(); myPhysics_ = GetComponent <IPhysicsActor>(); StartCoroutine(AI()); }
private void Awake() { collider_ = GetComponent <Collider2D>(); myMovement_ = GetComponent <IMovableActor>(); mySenses_ = GetComponent <ISensingActor>(); mySenses_.SetLookForPlayerLoS(true, maxDistance: 10); me_ = GetComponent <IEnemy>(); myPhysics_ = GetComponent <IPhysicsActor>(); transform_ = transform; enemyScript_ = GetComponent <EnemyScript>(); }
private new void Awake() { myMovement_ = GetComponent <IMovableActor>(); mySenses_ = GetComponent <ISensingActor>(); mySenses_.SetLookForPlayerLoS(true, maxDistance: 10); mySenses_.SetLookForNearbyCover(true, 3); me_ = GetComponent <IEnemy>(); myPhysics_ = GetComponent <IPhysicsActor>(); base.Awake(); }
void Start() { movable_ = GetComponent <IMovableActor>(); senses_ = GetComponent <ISensingActor>(); senses_.SetLookForPlayerLoS(true, maxDistance: 20); me_ = GetComponent <IEnemy>(); physicsActor_ = GetComponent <IPhysicsActor>(); bulletPool_ = SceneGlobals.Instance.EnemyIceBulletPool; audioManager_ = SceneGlobals.Instance.AudioManager; StartCoroutine(AI()); }
private new void Awake() { myMovement_ = GetComponent <IMovableActor>(); mySenses_ = GetComponent <ISensingActor>(); mySenses_.SetLookForPlayerLoS(true, maxDistance: 12); mySenses_.SetLookForNearbyCover(true, maxDistance: 4); me_ = GetComponent <IEnemy>(); myPhysics_ = GetComponent <IPhysicsActor>(); bulletPool_ = SceneGlobals.Instance.DragonHatchlingProjectilePool; audioManager_ = SceneGlobals.Instance.AudioManager; transform_ = transform; base.Awake(); }
private void Awake() { collider_ = GetComponent <Collider2D>(); aiPath_ = GetComponent <AIPath>(); myMovement_ = GetComponent <IMovableActor>(); mySenses_ = GetComponent <ISensingActor>(); mySenses_.SetLookForPlayerLoS(true, maxDistance: 10); me_ = GetComponent <IEnemy>(); myPhysics_ = GetComponent <IPhysicsActor>(); transform_ = transform; enemyScript_ = GetComponent <EnemyScript>(); bulletPool_ = SceneGlobals.Instance.MinotaurProjectilePool; audioManager_ = SceneGlobals.Instance.AudioManager; }
private void Start() { enemyScript_ = GetComponent <EnemyScript>(); myMovement_ = GetComponent <IMovableActor>(); mySenses_ = GetComponent <ISensingActor>(); mySenses_.SetLookForPlayerLoS(true, maxDistance: 10); me_ = GetComponent <IEnemy>(); myPhysics_ = GetComponent <IPhysicsActor>(); rendererTransform_ = enemyScript_.SpriteRenderer.transform; transform_ = transform; body_ = GetComponent <Rigidbody2D>(); Timing.RunCoroutine(AICo().CancelWith(gameObject)); }
private void Awake() { collider_ = GetComponent <Collider2D>(); aiPath_ = GetComponent <AIPath>(); myMovement_ = GetComponent <IMovableActor>(); mySenses_ = GetComponent <ISensingActor>(); mySenses_.SetLookForPlayerLoS(true, maxDistance: 10); me_ = GetComponent <IEnemy>(); myPhysics_ = GetComponent <IPhysicsActor>(); transform_ = transform; enemyScript_ = GetComponent <EnemyScript>(); enemyScript_.SetDamageFilter(DamageFilter); shield_ = GetComponentInChildren <ShieldScript>(); shield_.gameObject.SetActive(false); }
private void Start() { movable_ = GetComponent <IMovableActor>(); senses_ = GetComponent <ISensingActor>(); senses_.SetLookForPlayerLoS(true, maxDistance: 20); me_ = GetComponent <IEnemy>(); physicsActor_ = GetComponent <IPhysicsActor>(); bulletPool_ = new List <GameObjectPool>() { SceneGlobals.Instance.ElfIceArrowProjectilePool, SceneGlobals.Instance.ElfFireArrowProjectilePool }; triggerActions = new List <Func <Vector3, IEffect> >() { IceArrowEffect, FireArrowEffect }; audioManager_ = SceneGlobals.Instance.AudioManager; StartCoroutine(AI()); }