void SetInitialReferences() { nPCMaster = GetComponent <NPCMaster>(); if (GetComponent <NPCStatePattern>() != null) { nPCStatePattern = GetComponent <NPCStatePattern>(); } }
void SetInitialReferences() { nPCMaster = GetComponent <NPCMaster>(); if (GetComponent <Animator>() != null) { myAnimator = GetComponent <Animator>(); } }
void SetInitialReferences() { nPCMaster = GetComponent <NPCMaster>(); if (GetComponent <NavMeshAgent>() != null) { myNavMeshAgent = GetComponent <NavMeshAgent>(); } }
void SetInitialReferences() { nPCMaster = transform.root.GetComponent <NPCMaster>(); if (GetComponent <Collider>() != null) { myCollider = GetComponent <Collider>(); } if (GetComponent <Rigidbody>() != null) { myRigidbody = GetComponent <Rigidbody>(); } }
void SetInitialReferences() { gunMaster = GetComponent <GunMaster>(); if (transform.root.GetComponent <NPCMaster>() != null) { nPCMaster = transform.root.GetComponent <NPCMaster>(); } if (transform.root.GetComponent <NPCStatePattern>() != null) { nPCStatePattern = transform.root.GetComponent <NPCStatePattern>(); } myTransform = transform; }
void SetInitialReferences() { nPCMaster = GetComponent <NPCMaster>(); myNavMeshAgent = GetComponent <NavMeshAgent>(); ActivatePatrolState(); }
//void Update() //{ // if (Input.GetKeyUp(KeyCode.P)) // { // nPCMaster.CallEventNPCIncreaseHealth(20); // } //} void SetInitialReferences() { nPCMaster = GetComponent <NPCMaster>(); }
void SetInitialReferences() { nPCMaster = GetComponent <NPCMaster>(); nPCRelationsMaster = FindObjectOfType <GameManagerMaster>().GetComponent <GameManagerNPCRelationsMaster>(); nPCStatePattern = GetComponent <NPCStatePattern>(); }
void SetInitialReferences() { nPCMaster = transform.root.GetComponent <NPCMaster>(); }