// Use this for initialization void Start() { if (!isForCinematic) { GameManager.iaManager.registerIA(this); } despawned = false; attackController = GetComponent <CharacterAttackController> (); isOnGuard = false; iaAnimator = GetComponentInChildren <Animator> (); player = GameManager.player; characterController = GetComponent <CharacterController> (); transform.forward = new Vector3(1f, 0f, 0f); minimumDistanceFront = ((Random.value) * 0.2f) + 0.2f; isDead = false; walkOnMultiplePaths = GetComponent <WalkOnMultiplePaths> (); enemyOnHitParticlesController = GetComponent <EnemyOnHitParticlesController> (); //Particle Inicialization //hitParticles = new GameObject[3]; //hitParticles[0] = GameObject.Instantiate (onHitEffect) as GameObject; //hitParticles[1] = GameObject.Instantiate (secondOnHitEffect) as GameObject; //hitParticles[2] = GameObject.Instantiate (thirdOnHitEffect) as GameObject; flyParticles = GameObject.Instantiate(flySmokeParticles) as GameObject; flyParticles.transform.parent = transform; flyParticles.transform.position = GetComponent <Rigidbody> ().worldCenterOfMass; hitGroundParticles = GameObject.Instantiate(onHitGroundParticles) as GameObject; hitGroundParticles.transform.parent = transform; hitGroundParticles.transform.position = GetComponent <Rigidbody> ().worldCenterOfMass; /*foreach (GameObject particles in hitParticles) { * particles.transform.parent = gameObject.transform; * }*/ }
// Use this for initialization void Start() { if(!isForCinematic){ GameManager.iaManager.registerIA (this); } despawned = false; attackController = GetComponent<CharacterAttackController> (); isOnGuard = false; iaAnimator = GetComponentInChildren<Animator> (); player = GameManager.player; characterController = GetComponent<CharacterController> (); transform.forward = new Vector3(1f,0f,0f); minimumDistanceFront = ((Random.value)*0.2f) + 0.2f; isDead = false; walkOnMultiplePaths = GetComponent<WalkOnMultiplePaths> (); enemyOnHitParticlesController = GetComponent<EnemyOnHitParticlesController> (); //Particle Inicialization //hitParticles = new GameObject[3]; //hitParticles[0] = GameObject.Instantiate (onHitEffect) as GameObject; //hitParticles[1] = GameObject.Instantiate (secondOnHitEffect) as GameObject; //hitParticles[2] = GameObject.Instantiate (thirdOnHitEffect) as GameObject; flyParticles = GameObject.Instantiate (flySmokeParticles) as GameObject; flyParticles.transform.parent = transform; flyParticles.transform.position = GetComponent<Rigidbody> ().worldCenterOfMass; hitGroundParticles = GameObject.Instantiate (onHitGroundParticles) as GameObject; hitGroundParticles.transform.parent = transform; hitGroundParticles.transform.position = GetComponent<Rigidbody> ().worldCenterOfMass; /*foreach (GameObject particles in hitParticles) { particles.transform.parent = gameObject.transform; }*/ }