public RangeState(FiniteStateMachine fsm) : base(fsm) { _attack = fsm.GetComponent<KRAttack>(); _krtransform = fsm.GetComponent<KRTransform>(); _krmovement = fsm.GetComponent<KRMovement>(); }
void Awake() { _krtransform = GetComponent<KRTransform>(); _spawnableObjects = new Dictionary<String, Object>(); AddSpawnable("Infantry"); AddSpawnable("Archer"); _sweetBlue = (Material) Resources.Load("Materials/SweetBlue", typeof(Material)); _sweetRed = (Material) Resources.Load("Materials/SweetRed", typeof(Material)); }
void Awake() { _krtransform = GetComponent <KRTransform>(); _spawnableObjects = new Dictionary <String, Object>(); AddSpawnable("Infantry"); AddSpawnable("Archer"); _sweetBlue = (Material)Resources.Load("Materials/SweetBlue", typeof(Material)); _sweetRed = (Material)Resources.Load("Materials/SweetRed", typeof(Material)); }
void Awake() { _krtransform = GetComponent <KRTransform>(); Speed = __speed; }
public void Follow(KRTransform kt) { Followee = kt; Move(kt.Pos); }
public static void Remove(KRTransform t) { _Map.Remove(t); }
public static void Add(KRTransform t) { _Map.Add(t); }
void Awake() { _krtransform = GetComponent<KRTransform>(); Speed = __speed; }
public void Attack(GameObject go) { BeforeAttack(); Target = go.GetComponent<KRTransform>(); AfterAttack(); }
public void Attack(Vec2 modelPoint) { BeforeAttack(); Target = KRFacade.Find(modelPoint).GetComponent<KRTransform>(); AfterAttack(); }
void OnTargetDeath(GameObject go) { Target = null; }