public void OnStateEntered(GameObject Owner) { m_shootCount = 0; m_owner = Owner; timer = max_timer; m_bulletPrefab = m_owner.GetComponent <BouncerStateMachine>().Bullet; m_shooter = m_owner.GetComponent <ShootingPatterns>(); }
// Use this for initialization void Start() { // Initialize the boss in his iddel state BossState = 0; // Iddle // Reset Timer ElapsedTime = 0.0f; // Get Cannon children CannonA = this.transform.FindChild("Cannon A").GetComponent <ShootingPatterns>(); CannonB = this.transform.FindChild("Cannon B").GetComponent <ShootingPatterns>(); CannonC = this.transform.FindChild("Cannon C").GetComponent <ShootingPatterns>(); CannonD = this.transform.FindChild("Cannon D").GetComponent <ShootingPatterns>(); }