// Use this for initialization // Use this for initialization void Start() { wapon1 = GetComponentInChildren <IInputClient>(); GetComponent <InputClientManager>().ResetClient(wapon1); processor = GetComponent <LEUnitProcessorBase>(); animationPro = GetComponent <LEUnitAnimatorManager>(); animationPro.SetMotionTypeImmediately(LEUnitAnimatorManager.AnimationMotionType.IWR_0); angent = GetComponent <NavMeshAgent>(); partrolState = new AiPatrolState(this); searchState = new AISearchState(this); chaseState = new AiChaseState(this); fightState = new AiFightState(this); partrolState.Init(); searchState.Init(); chaseState.Init(); fightState.Init(); currentState = partrolState; currentState.OnStateEnter(); }
void InitalTarget() { targetLEObject = FindObjectOfType <TargetLE>().gameObject; leUnitProcessor = targetLEObject.GetComponent <LEUnitProcessorBase>(); leUnitAnimationManager = targetLEObject.GetComponent <LEUnitAnimatorManager>(); leUnitBasicMovementManager = targetLEObject.GetComponent <LEUnitBasicMoveMentManager>(); inputActionManager = targetLEObject.GetComponent <InputClientManager>(); }
// Use this for initialization private void OnEnable() { processor = GetComponent <LEUnitProcessorBase>(); animator = GetComponent <Animator>(); if (animator == null) { animator = GetComponentInChildren <Animator>(); } if (animator == null) { Debug.LogError("There is no Animator in this Object, or its children"); } }
bool isLEAlive(LEUnitProcessorBase le) { return(le.IsAlive()); }