protected NetworkAISyncor networkAISyncor; // 게스트 void Awake() { aiCon = GetComponent <AIController>(); aiAnim = transform.GetChild(0).GetComponent <AIAnim>(); anim = aiAnim.GetComponent <Animator>(); living = GetComponent <AILiving>(); skillProcess = GetComponent <SkillProcess>(); cNetworkIdentity = GetComponent <CNetworkIdentity>(); networkAITransmitor = GetComponent <NetworkAITransmitor>(); networkAISyncor = GetComponent <NetworkAISyncor>(); nav = GetComponent <NavMeshAgent>(); col = GetComponent <CapsuleCollider>(); rd = GetComponent <Rigidbody>(); SettingLayerMasks(); DictionarySetting(); // 죽으면 실행 GetComponent <AIController>().DieAction += () => { isAction = false; isPatrolMove = false; }; }
// 컴포넌트 불러오기 private void Awake() { aiAggro = GetComponent <AIAggro>(); aiAnim = transform.GetChild(0).GetComponent <AIAnim>(); anim = aiAnim.GetComponent <Animator>(); baseState = GetComponent <AIBaseState>(); living = GetComponent <AILiving>(); skillProcess = GetComponent <SkillProcess>(); cNetworkIdentity = GetComponent <CNetworkIdentity>(); networkAITransmitor = GetComponent <NetworkAITransmitor>(); networkAISyncor = GetComponent <NetworkAISyncor>(); nav = GetComponent <NavMeshAgent>(); path = nav.path; rd = GetComponent <Rigidbody>(); col = GetComponent <CapsuleCollider>(); SettingLayerMasks(); // 애니메이션 똑같이 안보이게 stateTickCount = UnityEngine.Random.Range(stateTickCount - 1, stateTickCount + 2); // stateCheckCooltime = UnityEngine.Random.Range(stateCheckCooltime - 0.1f, stateCheckCooltime + 0.1f); }