public void AwakeEvent(Vector3 playerPosition) { RandomizeData(); _transform = transform; _transform.position = playerPosition - new Vector3(0, 0, helicopterData.zSpawnOffset); condition = GetComponent <EntityCondition>(); condition.OnZeroCondition += ReturnObjectsToPool; helicopterData.PermanentSetUpHelicopter(this); InjectNewTargetData(PlayerHandler.PlayerInstance.truck._rigidbody); condition.ResetCondition(EnemyHandler.EnemyConditionCalculatedFromPlayerLevelAndComplexity()); }
public void AwakeEnemy() { truck = GetComponent <Truck>(); followTypeStateController = new StateMachine <Enemy>(this); //RandomizeData(); truck.SetUpTruck(); truck.trucksCondition.OnZeroCondition += ReturnObjectsToPool; followTypeStateController.ChangeState(EnemyStateDictionary.stateDictionary[followType]); sideSensorsOffsetVec = sensorsPosition.right * sideSensorsOffset; sensorsStartPos = sensorsPosition.position; sensorsRSidePos = sensorsStartPos + sideSensorsOffsetVec; sensorsLSidePos = sensorsStartPos - sideSensorsOffsetVec; truck.trucksCondition.ResetCondition(EnemyHandler.EnemyConditionCalculatedFromPlayerLevelAndComplexity()); }