// Commands missiles to launch private void Awake() { weaponTypeHardpointLists = new List <List <Hardpoint> >(); groupThisType_List = new List <bool>(); rootFlow = transform.root.GetComponent <CombatFlow>(); dropSight = rootFlow.GetComponent <DropSightComputer>(); rootRadar = rootFlow.GetComponent <Radar>(); ai_tgtComputer = rootFlow.GetComponent <AI_TgtComputer>(); }
void Awake() { // start these vectors with some magnitude, helps facilitate rotation lerping targetDir = transform.forward; currentDir = transform.forward; myFlow = GetComponent <CombatFlow>(); dirAI = GetComponent <DirectionAI>(); engine = GetComponent <EngineControl>(); myRb = GetComponent <Rigidbody>(); rwr = GetComponent <RWR>(); aiTgtComputer = GetComponent <AI_TgtComputer>(); mslAvoid = GetComponent <AI_MissileEvade>(); aiGroundAttack = GetComponent <AI_GroundAttack>(); }
void Awake() { aiTgtComp = GetComponent <AI_TgtComputer>(); myFlow = GetComponent <CombatFlow>(); }