void Start() { if (playerEntity != null) { health = playerEntity.GetComponent <EC_Health>(); movement = playerEntity.GetComponent <EC_Movement>(); combat = playerEntity.GetComponent <EC_Combat>(); unitAnimation = playerEntity.GetComponent <EC_UnitAnimation>(); unitAI = playerEntity.GetComponent <EC_UnitAI>(); } }
float lastRotationTime; // if we rotate only once every x frames, we need to calculate our own deltaTIme public override void SetUpEntityComponent(GameEntity entity) { base.SetUpEntityComponent(entity); agent = entity.GetComponent <NavMeshAgent>(); unitAnimation = entity.unitAnimation; //optimisation angularSpeed = agent.angularSpeed; myTransform = entity.myTransform; nextMovementUpdateTime = Time.time + Random.Range(0, movementUpdateIntervall); }
public override void SetUpEntityComponent(GameEntity entity) { base.SetUpEntityComponent(entity); unitAnimation = entity.unitAnimation; health = entity.health; movement = entity.movement; myTransform = entity.myTransform; myCollider = entity.GetComponent <Collider>(); gizmoColor = myTransform.GetChild(0).GetChild(0).GetComponent <SkinnedMeshRenderer>().material.color; }