private float longestTargetDistance; //Used to find new creep targets for defenders when they have killed their current target private void Awake() { DefenderHealth = GetComponent <scrUnitHealth>(); //Gets the reference defenderAnimator = GetComponent <scrDefenderAnimation>(); //Gets the instance defenderMovement = GetComponent <scrDefenderMovement>(); animEventHandler = GetComponentInChildren <scrAnimationEventHandler>(); //Get the instance }
private void Awake() { CreepType = creepType; //For defenders currentTowerLevel = 1; TowerDefenderLevel = currentTowerLevel; TowerDefenderUpgradePath = 0; defenderHealth = GetComponent <scrUnitHealth>(); animationEventHandler = GetComponentInChildren <scrAnimationEventHandler>(); }
private void Awake() { localAnimationEventHandler = GetComponentInChildren <scrAnimationEventHandler>(); }
//I MUST set a specific reference to whatever defender this creep IS IN combat with. So that this creep can return to walking if that defender dies or is //moved private void Awake() { thisCreep = GetComponent<Creep>(); //Get the creep instance on this game object creepAnimationEventHandler = GetComponentInChildren<scrAnimationEventHandler>(); //Gets the reference }