コード例 #1
0
ファイル: fps_EnemyAI.cs プロジェクト: WenHaiLu/FirShoot
    private int wayPointIndex;   // 巡逻点的索引


    void Start()
    {
        enemySight   = GetComponent <fps_EnemySight>();
        nav          = GetComponent <NavMeshAgent>();
        player       = GameObject.FindGameObjectWithTag(Tags.player).transform;
        playerHealth = player.GetComponent <fps_PlayreHealth>();
    }
コード例 #2
0
ファイル: fps_EnemySight.cs プロジェクト: WenHaiLu/FirShoot
 void Start()
 {
     nav           = GetComponent <NavMeshAgent>();
     col           = GetComponentInChildren <SphereCollider>();
     anim          = GetComponent <Animator>();
     hash          = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <HashIDs>();
     player        = GameObject.FindGameObjectWithTag(Tags.player);
     playerHealth  = player.GetComponent <fps_PlayreHealth>();
     playreControl = player.GetComponent <fps_PlayerControl>();
     fps_GunScript.playerShootEvent += ListenPlayer;
 }
コード例 #3
0
    private float ScaleDamage;    //伤害取值范围


    void Start()
    {
        anim           = this.GetComponent <Animator>();
        laserShotLine  = GetComponentInChildren <LineRenderer>();
        LaserShotLight = laserShotLine.gameObject.GetComponent <Light>();

        col          = GetComponentInChildren <SphereCollider>();
        player       = GameObject.FindGameObjectWithTag(Tags.player).transform;
        playerHealth = player.GetComponent <fps_PlayreHealth>();
        hash         = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <HashIDs>();

        laserShotLine.enabled    = false;
        LaserShotLight.intensity = 0;


        ScaleDamage = maxmumDamage - minmumDamage;
    }