void Start () { state = PoliceState.Waiting; nav = GetComponent <NavMeshAgent> (); healthScript = GetComponent<HealthScript_00> (); moraleManager = GameObject.FindGameObjectWithTag ("MoraleManager").GetComponent<MoraleManager_00>(); nav.speed = Random.Range (MIN_SPEED, MAX_SPEED); nav.angularSpeed = Random.Range (MIN_ANGULAR_SPEED, MAX_ANGULAR_SPEED); nav.acceleration = Random.Range (MIN_ACCELERATION, MAX_ACCELERATION); StartCoroutine (UpdateTarget ()); }
void Start () { state = CivilState.Waiting; home = transform.position; nav = GetComponent <NavMeshAgent> (); weapon = GetComponent <RaygunScript_00> (); player = GameObject.FindGameObjectWithTag ("Player").transform; crowdManager = GameObject.FindGameObjectWithTag ("CrowdManager").GetComponent<CrowdManager>(); moraleManager = GameObject.FindGameObjectWithTag ("MoraleManager").GetComponent<MoraleManager_00>(); healthScript = GetComponent<HealthScript_00> (); //weapon.setFiring (false); nav.speed = Random.Range (MIN_SPEED, MAX_SPEED); nav.angularSpeed = Random.Range (MIN_ANGULAR_SPEED, MAX_ANGULAR_SPEED); nav.acceleration = Random.Range (MIN_ACCELERATION, MAX_ACCELERATION); }
// Use this for initialization void Start () { healthScript = GetComponent<HealthScript_00> (); moraleManager = GameObject.FindGameObjectWithTag ("MoraleManager").GetComponent<MoraleManager_00>(); crowdManager = GameObject.FindGameObjectWithTag ("CrowdManager").GetComponent<CrowdManager>(); }
//private Vector3 oldPosition; //private Vector3 currPosition; // Use this for initialization void Start () { //currPosition = oldPosition = transform.position; healthScript = GetComponent<HealthScript_00> (); }