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>(); }
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; }
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; }