// Use this for initialization new void Start() { enemyType = EnemyType.getType(spawnID); attackTimer = 0.0f; //gm = FindObjectOfType<GameManager> (); //PathRequestManager.RequestPath(this, transform.position, target.transform.position, OnPathFound); pathFindTimer = pathRefreshTime; AttackCollider acLoad = Resources.Load("Attributes/AttackCollider", typeof(AttackCollider)) as AttackCollider; ac = (AttackCollider)Instantiate(acLoad); ac.setRadius(transform.GetComponent <CircleCollider2D>().radius); ac.owner = this; ac.transform.parent = transform; ac.transform.position = transform.position; stats = (AttributesZ)Instantiate(gm.AttributeZ); stats.setOwner(this); stats.mode = "Idle"; //Add items to enemy Inventory enemyInventory = new Dictionary <string, int> (); enemyInventory.Add("cloth", 0); enemyInventory.Add("wood", 0); enemyInventory.Add("metal", 0); int clothNum = (int)Random.Range(0.0f, 3.0f); int woodNum = (int)Random.Range(0.0f, 2.0f); int metalNum = (int)Random.Range(0.0f, 2.0f); enemyInventory ["cloth"] = clothNum; enemyInventory ["wood"] = woodNum; enemyInventory ["metal"] = metalNum; //Debug.Log("EnemyInventory: " + "cloth: " + enemyInventory ["cloth"] + " | wood: " + enemyInventory ["wood"] + " | metal: " + enemyInventory ["metal"]); itemCloth = Resources.Load("Materials/cloth", typeof(Item)) as Item; itemWood = Resources.Load("Materials/wood", typeof(Item)) as Item; itemMetal = Resources.Load("Materials/metal", typeof(Item)) as Item; }