// Use this for initialization void Start() { this.gameObject.name = "Thomas"; enemyObject = this.gameObject; engageWithPlayerObject = this.gameObject.transform.GetChild(0).gameObject; enemyHealthMan = enemyObject.GetComponent <EnemyHealthManager>(); // enemyStaminaMan = enemyObject.GetComponent<EnemyStaminaManager>(); playerEngagement = engageWithPlayerObject.GetComponent <EngagedWithPlayer>(); stalkZoneObject = this.gameObject.transform.GetChild(7).gameObject; stalkZone = stalkZoneObject.GetComponent <RecognizeStalkZone>(); rangedAttack = enemyObject.GetComponent <EnemyRangedAttack>(); playerHealthMan = FindObjectOfType <PlayerHealthManager>(); playerStaminaMan = FindObjectOfType <PlayerStaminaManager>(); playerHealth = FindObjectOfType <PlayerHealthManager>(); hurtPlayer = FindObjectOfType <HurtPlayerUpdated>(); randomMove = FindObjectOfType <RandomMovement>(); //this needs to grab child object script //playerEngagement = FindObjectOfType<EngagedWithPlayer>(); playerObject = GameObject.Find("Player"); thePlayer = playerObject.GetComponent <PlayerController>(); target = playerObject; dodgeCounter = 2.2f; tellCounter = 0.5f; actionTimer = 0.2f; enemyHurtCounter = 2; myRigidbody = GetComponent <Rigidbody2D>(); anim = GetComponent <Animator>(); if (!enemyExists) { enemyExists = true; //DontDestroyOnLoad(transform.gameObject); } else { //Destroy(gameObject); } // dodging = true; // dodgeFirstTime = true; //For now enemy will always have a correct line of sight and the fleeing system is not yet set up. fleeTwo = false; dodgingThree = false; followToDeath = false; }
// Use this for initialization void Start() { this.gameObject.name = "Fred"; enemyObject = this.gameObject; engageWithPlayerObject = this.gameObject.transform.GetChild(0).gameObject; enemyHealthMan = enemyObject.GetComponent <EnemyHealthManager>(); // enemyStaminaMan = enemyObject.GetComponent<EnemyStaminaManager>(); playerEngagement = engageWithPlayerObject.GetComponent <EngagedWithPlayer>(); stalkZoneObject = this.gameObject.transform.GetChild(7).gameObject; stalkZone = stalkZoneObject.GetComponent <RecognizeStalkZone>(); raycastPath = enemyObject.GetComponent <TrackingRaycast>(); playerHealthMan = FindObjectOfType <PlayerHealthManager>(); playerStaminaMan = FindObjectOfType <PlayerStaminaManager>(); playerHealth = FindObjectOfType <PlayerHealthManager>(); hurtPlayer = FindObjectOfType <HurtPlayerUpdated>(); playerObject = GameObject.Find("Player"); thePlayer = playerObject.GetComponent <PlayerController>(); target = playerObject; enemyShieldStrike = false; shieldBreakRecoveryCounter = 0.5f; dodgeCounter = 2.2f; tellCounter = 0.5f; actionTimer = 0.2f; enemyHurtCounter = 2; myRigidbody = GetComponent <Rigidbody2D>(); anim = GetComponent <Animator>(); if (!enemyExists) { enemyExists = true; } dodging = true; dodgeFirstTime = true; isPathfinding = false; retreatingThree = false; shieldUpTwo = false; followToDeath = false; blockCounterMax = UnityEngine.Random.Range(2, 4); blockCounterTimer = 1.5f; }