private void OnEnable() { sb = (ShooterBehaviour)target; GetTools(); if (sb.sensorSet != null) { vs = sb.sensorSet.sensorList.Find(x => x.GetType() == typeof(SensorVisual)) as SensorVisual; hr = sb.sensorSet.sensorList.Find(x => x.GetType() == typeof(SensorHearing)) as SensorHearing; } }
private void Start() { iS = gameObject.AddComponent <InputSettings>(); camRig = GetComponentInChildren <CameraRig>(); sB = GetComponent <ShooterBehaviour>(); if (isController) { iS.SwitchToController(); } }
public override void OnStart(AIBrain ai) { foreach (Transform t in ai.Transform.GetComponentsInChildren <Transform>()) { if (t.CompareTag("Target")) { target = t; t.GetComponent <AiTargetLogic>().ai = ai; t.GetComponent <AiTargetLogic>().ssw = this; weaponIKParent = target.parent; } } foreach (Transform t in ai.Transform.GetComponentsInChildren <Transform>()) { if (t.CompareTag("RightHandHold")) { RightHandHold = t.FindChild("PosRotFixer"); } } foreach (Transform t in ai.Transform.GetComponentsInChildren <Transform>()) { if (t.CompareTag("LeftHandHold")) { LeftHandHold = t.FindChild("PosRotFixer"); } } foreach (Transform t in ai.Transform.GetComponentsInChildren <Transform>()) { if (t.CompareTag("WeaponIK")) { WeaponIK = t.FindChild("PosRotFixer"); } } if (fireProps.weapons != null && fireProps.weapons.Count > 0) { ai.CurrentWeapon = fireProps.weapons[fireProps.startWeaponIndex > fireProps.weapons.Count - 1 ? 0 : fireProps.startWeaponIndex]; } ShooterBehaviour sb = ai.Transform.GetComponent <ShooterBehaviour>(); if (sb) { sb.onIsHandOnGun += OnIsHandOnGun; sb.onIsHandAwayFromGun += OnIsHandAwayFromGun; sb.onNewClipInLeftHand += OnNewClipInLeftHand; sb.onNewClipOffLeftHand += OnNewClipOffLeftHand; sb.onReloadDone += OnReloadDone; } }
private void Start() { iB = GetComponent <InputBehaviour>(); mB = GetComponent <MovementBehaviour>(); sB = GetComponent <ShooterBehaviour>(); tB = GetComponent <TeamMemberBehaviour>(); hB = GetComponent <HealthBehaviour>(); cB = GetComponentInChildren <CameraBehaviour>(); audioHandler = GetComponent <PlayerSoundHandler>(); points = 0; }
private void Start() { sb = GetComponent <ShooterBehaviour>(); }
private void Start() { cC = GetComponent <CharacterController>(); sB = GetComponent <ShooterBehaviour>(); }
private void Start() { //Referencia a enemigo shooter = GetComponent <ShooterBehaviour>(); }