/// <summary> /// On init we grab our CharacterMovement ability /// </summary> protected override void Initialization() { _characterMovement = this.gameObject.GetComponentInParent <Character>()?.FindAbility <CharacterMovement>(); _characterPathfinder3D = this.gameObject.GetComponentInParent <CharacterPathfinder3D>(); _aiActionMovePatrol3D = this.gameObject.GetComponent <AIActionMovePatrol3D>(); GameObject backToPatrolBeacon = new GameObject(); backToPatrolBeacon.name = this.gameObject.name + "BackToPatrolBeacon"; _backToPatrolTransform = backToPatrolBeacon.transform; }
/// <summary> /// On awake we create a plane to catch our ray /// </summary> protected virtual void Awake() { _mainCamera = Camera.main; _characterPathfinder3D = this.gameObject.GetComponent <CharacterPathfinder3D>(); _playerPlane = new Plane(Vector3.up, Vector3.zero); }
/// <summary> /// On init we grab our CharacterMovement ability /// </summary> protected override void Initialization() { _characterMovement = this.gameObject.GetComponent <CharacterMovement>(); _characterPathfinder3D = this.gameObject.GetComponent <CharacterPathfinder3D>(); }