Esempio n. 1
0
    protected override void Start()
    {
        base.Start();
        rwController = GetComponent <RangedWeaponController>();
        fow          = GetComponent <FieldOfView>();
        normalSpeed  = GetComponent <NavMeshAgent>().speed;
        bossSpeed    = GetComponent <NavMeshAgent>().speed / 3;

        if (isBoss)
        {
            UpgradeToBoss();
        }

        pathFinder    = GetComponent <NavMeshAgent>();
        skinMaterial  = GetComponent <Renderer>().material;
        originalColor = skinMaterial.color;

        player = GameObject.FindGameObjectWithTag("Player");

        if (player != null)
        {
            currentState          = State.Chasing;
            hasTarget             = true;
            target                = player.transform;
            targetEntity          = target.GetComponent <LivingEntity>();
            targetEntity.OnDeath += OnTargetDeath;

            myCollisionRadius     = GetComponent <CapsuleCollider>().radius;
            targetCollisionRadius = target.GetComponent <CapsuleCollider>().radius;

            StartCoroutine(UpdatePath());
        }
    }
Esempio n. 2
0
 protected override void Start()
 {
     base.Start();
     controller   = GetComponent <PlayerController>();
     rwController = GetComponent <RangedWeaponController>();
     viewCamera   = Camera.main;
 }
Esempio n. 3
0
    void Start()
    {
        animator = GetComponentInChildren <Animator>();

        stats                    = GetComponent <CharacterStats>();
        playerMotor              = GetComponent <PlayerMotor>();
        colliderplayer           = GetComponent <CapsuleCollider2D>();
        meleeWeapon              = GetComponent <MeleeWeaponController>();
        rangedWeapon             = GetComponent <RangedWeaponController>();
        playerAnimatorController = GetComponent <PlayerAnimatorController>();
        //currentAttackCycle = weapon1.combatPattern.Length;
        //cycleLenght = currentAttackCycle;
    }