void Awake() { floorMask = LayerMask.GetMask("Floor"); playerRB = GetComponent <Rigidbody>(); enemyTM = FindObjectOfType <EnemyTargetManager>(); health.SetValues(); Stamina.SetValues(); }
void Awake() { health.SetValues(); player = FindObjectOfType <PlayerController>(); turret = FindObjectOfType <BaseTurret>(); targetManager = FindObjectOfType <EnemyTargetManager>(); agent = GetComponent <NavMeshAgent>(); myPos = transform; agent.speed = moveSpeed; }
private void Awake() { if (Instance == null) { Instance = this; //DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); } }
void Awake() { shootableMask = LayerMask.GetMask("Shootable"); floorMask = LayerMask.GetMask("Floor"); dayRef = FindObjectOfType <DayNightCycle>(); turretLR = GetComponentInChildren <LineRenderer>(); enemyTM = FindObjectOfType <EnemyTargetManager>(); turretLight = GetComponentInChildren <Light>(); Light turretSpotLight = gameObject.GetComponent <Light>(); health.SetValues(); }
void Awake() { health.SetValues(); player = FindObjectOfType <PlayerController>(); turret = FindObjectOfType <BaseTurret>(); targetManager = FindObjectOfType <EnemyTargetManager>(); dayRef = FindObjectOfType <DayNightCycle>(); agent = GetComponent <NavMeshAgent>(); attackRadius = GetComponent <CapsuleCollider>(); agent.speed = moveSpeed; attackRadius.radius = attackRange; attackRadius.height = attackRange; }
void Awake() { health.SetValues(); player = FindObjectOfType <PlayerController>(); fire = FindObjectOfType <FireManager>(); turret = FindObjectOfType <BaseTurret>(); wall = FindObjectOfType <Durability>(); targetManager = FindObjectOfType <EnemyTargetManager>(); dayRef = FindObjectOfType <DayNightCycle>(); agent = GetComponent <NavMeshAgent>(); attackRadius = GetComponent <CapsuleCollider>(); agent.speed = moveSpeed; attackRadius.radius = attackRange; attackRadius.height = attackRange; foreach (GameObject waypoint in GameObject.FindGameObjectsWithTag("Waypoint")) { wayPoints.Add(waypoint); } chosenWayPoint = Random.Range(0, wayPoints.Count); targetWayPoint = wayPoints[chosenWayPoint].transform.position; }
void Awake() { enemyTM = FindObjectOfType <EnemyTargetManager>(); enemyTM.AddTarget(transform); health.SetValues(); }
// Use this for initialization void Start() { enemyTM = FindObjectOfType <EnemyTargetManager>(); enemyTM.AddTarget(transform); }
private void Awake() { enemyTM = FindObjectOfType <EnemyTargetManager>(); inv = FindObjectOfType <Inventory>(); health.SetValues(); }