// ============================================= Methods /// <summary> /// On game start, set this object's properties. /// </summary> void Start() { // Set the game manager, if not set if (gameManager == null) { gameManager = FindObjectOfType <GameManager>(); } // Set the animator and character controller controller = GetComponent <CharacterController>(); animator = GetComponent <Animator>(); // Set the aimer and disable it aimer = GetComponentInChildren <AimIKBehaviour>(); aimer.enabled = false; aimerMovement = GetComponentInChildren <AimerMovement>(); // Set the main camera mainCamera = Camera.main; // Set the overhead camera overheadCamera = GameObject.FindGameObjectWithTag("OverheadCamera").GetComponent <Camera>(); // Set the reticle reticle = mainCamera.GetComponentInChildren <Canvas>(); reticle.enabled = false; // Adjust health bar gameManager.healthBar.GetComponent <RectTransform>().sizeDelta = new Vector2(Mathf.Max(health * 3.0f, 0), 15.0f); }
// ============================================= Methods /// <summary> /// On game start, set this object's properties. /// </summary> void Start() { // Set the game manager, if not set if (gameManager == null) { gameManager = FindObjectOfType <GameManager>(); } // Set the animator and nav mesh agent navMeshAgent = GetComponent <NavMeshAgent>(); animator = GetComponent <Animator>(); // Set the aimer and disable it aimer = GetComponentInChildren <AimIKBehaviour>(); aimer.enabled = false; // Get the player transform //player = FindObjectOfType<PlayerController>().gameObject.transform; // Set the default state and target currentState = EnemyState.WalkingTowardsMiddle; SetTarget(); // Add to previous call stack //previousStateStack = new Stack<KeyValuePair<Transform, EnemyState>>(); //previousStateStack.Push( // new KeyValuePair<Transform, EnemyState>(navMeshTarget, currentState)); // Update the behavior behavior = Random.Range(0, 2); // Add flags otherTeamFlag = gameManager.playerFlag.GetComponent <FlagScript>(); myTeamFlag = gameManager.enemyFlag.GetComponent <FlagScript>(); // Set movement speed navMeshAgent.speed = difficulty + 1.5f; // Set shooting distance playerShootDistance = 10.0f + ((difficulty - 1.0f) * 5.0f); // Set gun clip size gun.clipSize *= Mathf.CeilToInt(difficulty / 2.0f); gun.remainingBullets = gun.clipSize; gun.damage *= Mathf.Max(1.0f, difficulty / 3.0f); }
/// <summary> /// The Awake function called first of all /// </summary> private void Awake() { // Set the aimIKBehaviour aimIKBehaviour = this.GetComponent <AimIKBehaviour>(); }