protected override void OnEnable() { base.OnEnable(); m_EnemyController.animator.Play(hashIdleState, 0, Random.value); SceneLinkedSMB <SpitterBehaviour> .Initialise(m_EnemyController.animator, this); }
// Called automatically by Unity after Awake whenever the script is enabled. void OnEnable() { SceneLinkedSMB <PlayerController> .Initialise(m_Animator, this); m_Damageable = GetComponent <Damageable>(); m_Damageable.IsInvulnerable = true; EquipMeleeWeapon(false); m_Renderers = GetComponentsInChildren <Renderer>(); }
protected override void OnEnable() { base.OnEnable(); originalPosition = transform.position; meleeWeapon.SetOwner(gameObject); m_EnemyController.animator.Play(hashIdleState, 0, Random.value); SceneLinkedSMB <ChomperBehavior> .Initialise(m_EnemyController.animator, this); }
protected override void OnEnable() { // needs to be called in order to set the damage receivers. base.OnEnable(); m_NavMeshAgent = GetComponent <NavMeshAgent>(); SceneLinkedSMB <GrenadierBehaviour> .Initialise(m_EnemyController.animator, this); fistWeapon.SetOwner(gameObject); fistWeapon.EndAttack(); m_CoreMaterial = coreRenderer.materials[1]; m_OriginalCoreMaterial = m_CoreMaterial.GetColor("_Color2"); m_EnemyController.animator.Play(hashIdleState, 0, Random.value); shield.SetActive(false); }