//:::::::::::::::::::::::::::: Hiden functions :::::::::::::::::::::::::::::::::::::::: protected override void Start() { HiveMind.imaGoodGuy(this); //instantiate weapons for (int i = 0; i < 4; i++) { if (weaponPrefabs [i] != null) { weaponsGameO [i] = Instantiate(weaponPrefabs [i], hand1.transform); } } //Dissable unused weapons for (int i = 1; i < 4; i++) { if (weaponsGameO [i] != null) { weaponsGameO [i].SetActive(false); } } // Weapon inisialization for (int i = 0; i < 4; i++) { if (weaponsGameO [i] != null) { weaponlist [i] = weaponsGameO [i].GetComponent <Weapon> (); } } //get animator animator = this.GetComponent <Animator> (); base.Start(); }
//:::::::::::::::::::::::::::: Hiden functions :::::::::::::::::::::::::::::::::::::::: void Start() { if (imGood) { HiveMind.imaGoodGuy(this); } else { HiveMind.imaBadGuy(this); } }
//:::::::::::::::::::::::::::: Hiden functions :::::::::::::::::::::::::::::::::::::::: void Start() { if (imGood) { HiveMind.imaGoodGuy(this); } else { HiveMind.imaBadGuy(this); } sphere = this.gameObject.GetComponent <CharacterController> (); //squaring distances close = close * close; }
protected override void Start() { if (amIgood) { HiveMind.imaGoodGuy(this); } else { HiveMind.imaBadGuy(this); } atackRange = atackRange * atackRange; sightDistance = sightDistance * sightDistance; InvokeRepeating("updateState", Random.value, 0.7f); objectivePosition = this.transform.position; base.Start(); }
//:::::::::::::::::::::::::::: Hiden functions :::::::::::::::::::::::::::::::::::::::: override protected void Start() { if (imGood) { HiveMind.imaGoodGuy(this); } else { HiveMind.imaBadGuy(this); } //squaring distances close = close * close; sqInRange = inRange * inRange; base.Start(); }
//:::::::::::::::::::::::::::: Hiden functions :::::::::::::::::::::::::::::::::::::::: override protected void Start() { animator = this.gameObject.GetComponent <Animator> (); if (imGood) { HiveMind.imaGoodGuy(this); } else { HiveMind.imaBadGuy(this); } //squaring distances close = close * close; sqInRange = inRange * inRange; engage = engage * engage; // Laser inisialization for (int i = 0; i < 3; i++) { lasers [i] = lasersGO [i].GetComponent <Weapon> (); } base.Start(); }