void Awake() { // State machine // -- IDLE -- idle_state = new CameraIdleState(this); // -- ALERT -- alert_state = new CameraAlertState(this); // -- FOLLOWING -- following_state = new CameraFollowingState(this); foreach (Transform childs in transform.getChilds()) { if (childs.gameObject.name == "camera_lens") { camera_lens = childs; } } initial_forward_direction = camera_lens.transform.forward; initial_rotation = camera_lens.rotation; alarm_system = GameObject.FindGameObjectWithTag(Tags.game_controller).GetComponent <AlarmSystem>(); last_spotted_position = GameObject.FindGameObjectWithTag(Tags.game_controller).GetComponent <LastSpottedPosition>(); players = GameObject.FindGameObjectsWithTag(Tags.player); // Camera sweep mid_angle = angle_range / 2.0f; current_speed = max_rotation_speed; left_zone = zone_for_acceleration * angle_range; right_zone = angle_range - (zone_for_acceleration * angle_range); }
// Awake void Awake() { alarm_system = GameObject.FindGameObjectWithTag(Tags.game_controller).GetComponent <AlarmSystem>(); screen_fader = GameObject.FindGameObjectWithTag(Tags.screen_fader).GetComponent <ScreenFader>(); enemy_manager = GetComponentInParent <EnemyManager>(); main_camera = GameObject.FindGameObjectWithTag(Tags.main_camera).GetComponent <CameraMove>(); last_spotted_position = GameObject.FindGameObjectWithTag(Tags.game_controller).GetComponent <LastSpottedPosition>(); }
void Awake() { // State machine // -- IDLE -- idle_state = new RhandorIdleState(this); // -- PATROL -- patrol_state = new RhandorPatrolState(this); LoadNeutralPatrol(); // -- ALERT -- alert_state = new RhandorAlertState(this); LoadAlertPatrol(); // -- SPOTTED -- spotted_state = new RhandorSpottedState(this); // -- SPOTTED -- support_state = new RhandorSupportState(this); // -- CORPSE -- corpse_state = new RhandorCorpseState(this); if (neutral_patrol.is_synchronized) { LoadSynchronousConfiguration(neutral_patrol); } if (alert_patrol.is_synchronized) { LoadSynchronousConfiguration(alert_patrol); } if (neutral_patrol.path_attached == alert_patrol.path_attached) { same_neutral_alert_path = true; } render = GetComponent <SpriteRenderer>(); type = ENEMY_TYPES.RHANDOR; initial_forward_direction = transform.forward; time_recovering_timer = max_time_recovering = 2.0f; alarm_system = GameObject.FindGameObjectWithTag(Tags.game_controller).GetComponent <AlarmSystem>(); last_spotted_position = GameObject.FindGameObjectWithTag(Tags.game_controller).GetComponent <LastSpottedPosition>(); enemy_field_view = GetComponent <EnemyFieldView>(); enemy_manager = GetComponentInParent <EnemyManager>(); //Every enemy should be child of the enemy manager agent = GetComponent <NavMeshAgent>(); // Agent for NavMesh //Insert all menus in the dictionary RadialMenu_ObjectInteractable[] menus_scripts = GetComponents <RadialMenu_ObjectInteractable>(); foreach (RadialMenu_ObjectInteractable menu_script in menus_scripts) { menus.Add(menu_script.id, menu_script); } }