// public OnTriggerEnterCommand frontStubCommand; private void Awake() { Controller = GetComponent <EnemyController>(); meleeWeapon.SetMaster(this.gameObject); damageable.Register(this); // frontStubCommand.interactorObj = PlayerController.Instance.gameObject.GetComponent<GameCommandReceiver>(); // frontStubCommand.IsTriggerOpen(false); enemyUI.gameObject.SetActive(true); enemyUI.SetName(name); MonoLinkedStateMachineBehviour <OspreyCaptianBehaviour> .Initialise(Controller.Animator, this); }
private void Awake() { playerInput = GetComponent <PlayerInput>(); animator = GetComponent <Animator>(); // characterController = GetComponent<CharacterController>(); rigibody = GetComponent <Rigidbody>(); damageable.Register(this); weapon.SetMaster(this.gameObject); MonoLinkedStateMachineBehviour <PlayerController> .Initialise(animator, this); }
private void Start() { animator = GetComponent <Animator>(); if (animator == null) { throw new Exception("You Need Animator"); } MonoLinkedStateMachineBehviour <EffectEvent> .Initialise(animator, this); eventDir.Clear(); for (int i = 0; i < eventDate.Length; ++i) { eventDir[eventDate[i].name] = eventDate[i]; for (int j = 0; j < eventDate[i].effect.Length; ++j) { GameObject obj = ObjectPool.Instance.Get(eventDate[i].effect[j].prefab); ObjectPool.Instance.Return(obj); } } }