private void Start() { Move(); InitManoeuvre(); InvokeRepeating("Fire", m_Delay, m_FireRate); m_Boundary = m_Data.GetBoundary(); }
void Start() { agent = transform.gameObject.GetComponentInParent <SpaceShooterNavigatorAgent>(); weaponsAgent = GetComponentInChildren <SpaceShooterWeaponsAgent>(); boundaryLocal = boundary; if (agent != null) { boundaryLocal.xMin = boundary.xMin + agent.transform.position.x; boundaryLocal.xMax = boundary.xMax + agent.transform.position.x; boundaryLocal.zMin = boundary.zMin + agent.transform.position.z; boundaryLocal.zMax = boundary.zMax + agent.transform.position.z; } if (weaponsAgent != null) { //Debug.Log(gameObject.name + "has weapons agent!"); GameObject go = GameObject.Find("SpaceShooterBrain"); if (go != null) { //Debug.Log("Found SpaceShooterBrain!"); weaponsAgent.GiveBrain(go.GetComponentInChildren <Brain>()); //Debug.Log("Assigned brain to player."); } } }