// Use this for initialization void Start() { controller = GameObject.Find("controller").GetComponent <Create_Teams>(); teamID = transform.GetComponent <AILogic> ().teamID; // this soldiers team id myID = transform.GetComponent <AILogic> ().myID; // this soldiers id AssignRange(); // Randomly assign a range for this soldier hp = 15; // set the HP for this soldier damage = 2; // the damage that this soldier does per frame target = null; // the target that this soldier will damage }
// Use this for initialization void Start() { velocity = Vector3.zero; controller = GameObject.Find("controller").GetComponent <Create_Teams> (); // path controller pathController = GetComponent <Pathing> (); // sanity check if pathing does not exist. if (pathController == null) { pathWeight = 0; } rb = GetComponent <Rigidbody> (); }
private float healthConfidence;//, VIPSafety; // Use this for initialization void Start() { logic = transform.GetComponent <AILogic>(); interaction = transform.GetComponent <Interaction>(); controller = GameObject.Find("controller").GetComponent <Create_Teams>(); }
// Use this for initialization void Start() { hp = 30; // Hp of VIPs logic = transform.GetComponent <AILogic>(); CT = GameObject.Find("controller").GetComponent <Create_Teams> (); // the accessor for the list we need to remove VIPs from when they are destroyed }