// Use this for initialization void Start () { shootsPool.Reset(); animator = gameObject.GetComponentInChildren<Animator>(); life = gameObject.GetComponent<Life>(); life.registerOnDead(onDead); life.registerOnDamage(onDamage); hero = GameManager.instance.hero; unit = true; }
// Use this for initialization void Start () { myTransform = transform; target = GameManager.instance.hero.transform; agent = GetComponent<NavMeshAgent> (); // Disparos if (!isSeeker) { shootsPool.Reset (); agent.Stop (); } else { // agent.updatePosition = true; agent.updateRotation = false; } life = gameObject.GetComponent<Life>(); life.registerOnDead(onDead); life.registerOnDamage(onDamage); }
[Tooltip("Cadencia disparo, en segundos")] [Range(0, 100)] public float shootRate = 0.2f; protected float timeToNextShoot;