Esempio n. 1
0
    void Awake()
    {
        player = GameObject.Find("Player");
        mRb2d  = gameObject.GetComponent <Rigidbody2D>();
        target = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform>();
        anim   = transform.GetComponent <Animator>();
        state  = transform.GetComponent <MonsterState>();
        hp     = transform.GetComponent <HP>();
        rb     = transform.GetComponent <Rigidbody2D>();

        playerMove = player.GetComponent <PlayerMove>();
        playerFsm  = player.transform.GetChild(0).GetComponent <PlayerFSM>();

        Monster_State[] stateValues = (Monster_State[])System.Enum.GetValues(typeof(Monster_State));
        foreach (Monster_State s in stateValues)
        {
            System.Type     mFSMType = System.Type.GetType("Monster" + s.ToString());
            MonsterFSMState state    = (MonsterFSMState)GetComponent(mFSMType);
            if (null == state)
            {
                state = (MonsterFSMState)gameObject.AddComponent(mFSMType);
            }
            _states.Add(s, state);
            state.enabled = false;
        }
    }
Esempio n. 2
0
    private void Awake()
    {
        _cc    = GetComponent <CharacterController>();
        _stat  = GetComponent <MonsterStat>();
        _anim  = GetComponentInChildren <Animator>();
        _sight = GetComponentInChildren <Camera>();

        _playercc        = GameObject.FindGameObjectWithTag("Player").GetComponent <CharacterController>();
        _playerTransform = _playercc.transform;

        _target = GameObject.FindGameObjectWithTag("Player").transform;

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

            _states.Add(s, state);
            state.enabled = false;
        }
    }