[HideInInspector] public float waitTimer = 0; //Used in HammyWait //Must atleast override since it is abstract //Allows for initial setup, better to use InitActionBatch, but it's here if you don't want to make action protected override void SetupComponents() { //Hammy: TrajectorySystem.Init() waypointNavigator = GetComponent <Waypoints.WaypointNavigator>(); FinTransform = mTransform.FindDeepChild("Fin Reference"); HammerBaseTransform = mTransform.FindDeepChild("Hammer Base"); TailTransform = mTransform.FindDeepChild("tail_base"); ModelTransform = mTransform.FindDeepChild("Hammy Model"); health = maxHealth.value; anim.speed = 1.5f; }
//Allows for initial setup, better to use InitActionBatch, but it's here if you don't want to make action protected override void SetupComponents() { waypointNavigator = GetComponent <Waypoints.WaypointNavigator>(); vision = GetComponent <Vision>(); headBone = mTransform.FindDeepChild("Head"); gunModel = mTransform.FindDeepChild("Gun"); if (headBone == null) { Debug.LogWarning("Could not find Head bone on RoboPadron"); } }
//Allows for initial setup, better to use InitActionBatch, but it's here if you don't want to make action protected override void SetupComponents() { waypointNavigator = GetComponent <Waypoints.WaypointNavigator>(); vision = GetComponent <Vision>(); headBone = mTransform.FindDeepChild("Head"); gunModel = mTransform.FindDeepChild("Gun"); bulletSystem = gunModel.GetComponentInChildren <ParticleSystem>(); projectileOnHit = bulletSystem.GetComponent <ParticleProjectileOnHit>(); if (headBone == null) { Debug.LogWarning("Could not find Head bone on RoboPadron"); } }
//Allows for initial setup, better to use InitActionBatch, but it's here if you don't want to make action protected override void SetupComponents() { waypointNavigator = GetComponent <Waypoints.WaypointNavigator>(); }
//Must atleast override since it is abstract //Allows for initial setup, better to use InitActionBatch, but it's here if you don't want to make action protected override void SetupComponents() { //Hammy: TrajectorySystem.Init() waypointNavigator = GetComponent <Waypoints.WaypointNavigator>(); FinTransform = mTransform.FindDeepChild("Fin Reference"); }