// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { parent = animator.transform.parent; ba = parent.GetComponent <Boss_Attack>(); player = GameObject.FindGameObjectWithTag("Player"); playerAttackPoint = GameObject.FindGameObjectWithTag("PlayerAttackPoint").transform; }
// Use this for initialization void Start() { EB_Sprite = GO_Billboard.GetComponent <BossBillboard>(); CC_Movement = GetComponent <Boss_Movement>(); CC_Attack = GetComponent <Boss_Attack>(); Boss_Movement.Target = PC; }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { player = GameObject.FindGameObjectWithTag("Player").transform; rb = animator.GetComponent <Rigidbody2D>(); boss = animator.GetComponent <Boss>(); bossAttack = animator.GetBehaviour <Boss_Attack>(); for (int i = 0; i < boss.patrolPoints.Length; i++) { boss.patrolPoints[i] = GameObject.Find("Point (" + i + ")").GetComponent <Transform>(); } }
void Awake() { // instans = this; PhotonNetwork.Instantiate("newPlayer", Vector3.zero, Quaternion.identity, 0, null); spawnMgr = GameObject.Find("SpawnMgr").gameObject; BOSS = GameObject.Find("Boss_position").transform.Find("BOSS").gameObject; boss_tr = GameObject.Find("Boss_position").GetComponent <Transform>(); spawnMgr.SetActive(false); BOSS.SetActive(false); bossAttack = BOSS.GetComponent <Boss_Attack>(); boss_Health = BOSS.GetComponent <Boss_Health>(); }