// public enum JOB_STATE{ // S_ASSIGNMENT, // S_BREAK_ON_BALL // } void Awake() { cAth = GetComponent <PRAC_Ath>(); cRouteLog = GetComponent <OFF_RouteLog>(); cCatchLog = GetComponent <RP_CatchLog>(); cRigid = GetComponent <Rigidbody>(); rManager = FindObjectOfType <RP_Manager>(); mState = STATE.SPRE_SNAP; }
private void Awake() { cRigid = GetComponent <Rigidbody>(); cCatchLog = GetComponent <RP_CatchLog>(); cCatchRadius = GetComponentInChildren <TRG_Catch>(); cAcc = GetComponent <PRAC_AI_Acc>(); cAth = GetComponent <PRAC_Ath>(); mState = STATE.S_BLIND; }
// Maybe have this as a function that we call. void Start() { cRigid = GetComponent <Rigidbody>(); cAth = GetComponent <PRAC_Ath>(); cAcc = GetComponent <PRAC_AI_Acc>(); cCatchLog = GetComponent <RP_CatchLog>(); if (cAth.mJob.mRole == "Zone") { mZoneSpot = IO_ZoneList.FLOAD_ZONE_BY_NAME(cAth.mJob.mDetail).mSpot; mZoneSpot.z = mZoneSpot.y; mZoneSpot.y = 0f; PLY_SnapSpot snap = FindObjectOfType <PLY_SnapSpot>(); mZoneSpot += snap.transform.position; } mState = STATE.S_GETTING_TO_SPOT; }