// Start is called before the first frame update void Start() { dropableItem = GetComponent <ItemDropEvent>(); anim = GetComponentInChildren <Animator>(); collider = GetComponent <Collider>(); enemyRigidbody = GetComponent <Rigidbody>(); targetPlayer = GameObject.FindGameObjectWithTag("Player"); stateMachine = new StateMachine <Enemy>(); stateMachine.Setup(this, new EnemyMovement()); currentState = stateMachine.GetCurrentState.ToString(); isDeath = false; forceAttack = false; canAttack = true; canMove = true; isStun = false; maxHealth = enemyStat.health; if (enemyStat.attackType != AttackType.AreaMelee && enemyStat.attackType != AttackType.AreaRanged) { enemyStat.attackRadiusOfArea = 0; } input = new Debuginput(); input.Enable(); input.debugging.DropItem.performed += _ => dropableItem.DropItem(); }
// Start is called before the first frame update void Start() { isPaused = false; pauseObjects = new List <GameObject>(); for (int i = 0; i < gameObject.transform.childCount; i++) { pauseObjects.Add(this.gameObject.transform.GetChild(i).gameObject); } input = new Debuginput(); input.Enable(); input.debugging.Option.performed += _ => PauseGame(); }