void Start() { sensing = GetComponent<GuardSensing> (); player = GameObject.FindWithTag("Player"); torso = GameObject.Find ("ppl_chest"); anim = GetComponent<Animator> (); pHealth = GameObject.Find ("Health Manager").GetComponent<HealthManager> (); }
void Start() { sensing = GetComponent<GuardSensing> (); behaviour = GetComponent<GuardBehaviour> (); alerted = false; alertSystem = GameObject.Find ("Alert System").GetComponent<AlertManager>(); pHealth = GameObject.Find ("Health Manager").GetComponent<HealthManager> (); // Set default state: patrol or sentry (stationary) if (patrolling) { behaviour.guardState = GuardBehaviour.GuardState.Patrol; } else { behaviour.guardState = GuardBehaviour.GuardState.Sentry; } }
void Start() { player = GameObject.FindWithTag ("Player"); navMeshAgent = GetComponent<NavMeshAgent> (); guardSensing = GetComponent<GuardSensing> (); guardAI = GetComponent<GuardAI> (); guardShooting = GetComponent<Shooting> (); anim = GetComponent<Animator> (); pHealth = GameObject.Find("Health Manager").GetComponent<HealthManager> (); guardBodyParts = GetComponent<GuardSelfDestruct> (); visionCone = transform.Find ("VisionCone").gameObject; // compile patrol and alert routes patrolRoute = new Vector3[4] { waypoint1.transform.position, waypoint2.transform.position, waypoint3.transform.position, waypoint2.transform.position }; alertRoute = new Vector3[4]{ alertWaypoint1.transform.position, alertWaypoint2.transform.position, alertWaypoint3.transform.position, alertWaypoint2.transform.position }; }