public ChaseState(GameObject owner) { ownerGameObject = owner; ownerController = owner.GetComponent <EnemyStateMachine>(); ownerRigidbody = ownerGameObject.GetComponent <Rigidbody2D>(); grounder = ownerGameObject.GetComponent <GrounderEnemy>(); wallCheck = ownerGameObject.GetComponent <WallChecker>(); targeting = ownerGameObject.GetComponent <Targeting>(); movingSpeed = ownerController.EnemyParameters.MovingSpeed; }
// Group: Functions /* Constructor: MoveState * Initialize this state. * Parameters: * owner - GameObject of the enemy controling this state. * controller - <EnemyController> or a function that inherits of the enemy controling this state. */ public MoveState(GameObject gameObject) { ownerGameObject = gameObject; ownerController = gameObject.GetComponent <EnemyStateMachine>(); ownerRigidbody = ownerGameObject.GetComponent <Rigidbody2D>(); grounder = ownerGameObject.GetComponent <GrounderEnemy>(); wallCheck = ownerGameObject.GetComponent <WallChecker>(); minTimeBetweenIddles = ownerController.EnemyParameters.MinTimeBetweenIddles; maxTimeBetweenIddles = ownerController.EnemyParameters.MaxTimeBetweenIddles; movingSpeed = ownerController.EnemyParameters.MovingSpeed; }