void Start() { if (_bull != null) { _Charge = _bull.GetComponent<BullBehaviour> (); } _MeshObstakels = GetComponent<NavMeshObstacle> (); }
public override void Enter() { _bullsound = GetComponent<BullSound>(); bullBehaviour = GetComponent<BullBehaviour> (); prepare = GetComponent<StatePrepare> (); _CurrentTarget = prepare.targetPlayer.transform.position; bullBehaviour.isCharging = true; }
public override void Enter() { bullbehaviour = GetComponent<BullBehaviour> (); _bullsound = GetComponent<BullSound>(); bullbehaviour.isCharging = false; bullbehaviour.acceleration (1000f); bullbehaviour.setSpeed (0f); BullAnimator.BullAnimation(5); StartCoroutine (WaitAndRecover (4.0f)); }
public override void Enter() { bullBehaviour = GetComponent<BullBehaviour> (); //stand still bullBehaviour.setSpeed(_stop); bullBehaviour.stoppingDistance(20f); //look at player _CurBullPos = this.gameObject.transform.position; //particle fire system StartCoroutine(ParticleStart()); //Player damage zone //leave StartCoroutine(EndBehaviour()); }
public override void Enter() { bullbehaviour = GetComponent<BullBehaviour> (); stateCharge = GetComponent<StateCharge>(); _startPos = stateCharge.recoverLocation; bullbehaviour.setSpeed (_maxSpeed); if (transform.position.z > 0) { _Zside = true; } else { _Zside = false; } }
public override void Enter() { bullBehaviour = GetComponent<BullBehaviour>(); _PlayerX = _Player.transform.position.x; bullBehaviour.setSpeed(20f); }
// Use this for initialization void Start() { bullBehaviour = GetComponentInParent<BullBehaviour> (); }
public override void Enter() { _startZone = transform.position; bullBehaviour = GetComponent<BullBehaviour> (); }