public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (!_componentsCached) { _weapon = animator.gameObject.GetComponentInChildren <SingleShootingWeapon>(); _playerTransform = GameObject.FindGameObjectWithTag("Player").transform; _componentsCached = true; } _weapon.Shoot(_playerTransform.position); }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { _timePassed = 0f; _shootDone = false; if (!_componentsCached) { _weapon = animator.gameObject.GetComponentInChildren <SingleShootingWeapon>(); _playerTransform = GameObject.FindGameObjectWithTag("Player").transform; _componentsCached = true; } }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { _timePassed = 0f; if (!_componentsCached) { _weapon = animator.gameObject.GetComponentInChildren <SingleShootingWeapon>(); _playerTransform = GameObject.FindGameObjectWithTag("Player").transform; _transform = animator.transform; EventManager.Instance.AddListener(EventType.Loose, (type, sender, o) => _gameEnded = true); _componentsCached = true; } }