protected NetworkAISyncor networkAISyncor; // 게스트 void Awake() { aiCon = GetComponent <AIController>(); aiAnim = transform.GetChild(0).GetComponent <AIAnim>(); anim = aiAnim.GetComponent <Animator>(); living = GetComponent <AILiving>(); skillProcess = GetComponent <SkillProcess>(); cNetworkIdentity = GetComponent <CNetworkIdentity>(); networkAITransmitor = GetComponent <NetworkAITransmitor>(); networkAISyncor = GetComponent <NetworkAISyncor>(); nav = GetComponent <NavMeshAgent>(); col = GetComponent <CapsuleCollider>(); rd = GetComponent <Rigidbody>(); SettingLayerMasks(); DictionarySetting(); // 죽으면 실행 GetComponent <AIController>().DieAction += () => { isAction = false; isPatrolMove = false; }; }
// 컴포넌트 불러오기 private void Awake() { aiAggro = GetComponent <AIAggro>(); aiAnim = transform.GetChild(0).GetComponent <AIAnim>(); anim = aiAnim.GetComponent <Animator>(); baseState = GetComponent <AIBaseState>(); living = GetComponent <AILiving>(); skillProcess = GetComponent <SkillProcess>(); cNetworkIdentity = GetComponent <CNetworkIdentity>(); networkAITransmitor = GetComponent <NetworkAITransmitor>(); networkAISyncor = GetComponent <NetworkAISyncor>(); nav = GetComponent <NavMeshAgent>(); path = nav.path; rd = GetComponent <Rigidbody>(); col = GetComponent <CapsuleCollider>(); SettingLayerMasks(); // 애니메이션 똑같이 안보이게 stateTickCount = UnityEngine.Random.Range(stateTickCount - 1, stateTickCount + 2); // stateCheckCooltime = UnityEngine.Random.Range(stateCheckCooltime - 0.1f, stateCheckCooltime + 0.1f); }
float m_shockTime = 0.6f; // 정지 시간 /// <summary> /// AIController로부터 데이터 가져오기 + AIAnim /// 값 세팅하기 /// </summary> void Start() { aiCon = GetComponent <AIController>(); aiInfo = aiCon.aiInfo; aiAggro = GetComponent <AIAggro>(); aiAnim = transform.GetChild(0).GetComponent <AIAnim>(); cNetworkIdentity = GetComponent <CNetworkIdentity>(); skillProcess = GetComponent <SkillProcess>(); rd = GetComponent <Rigidbody>(); col = GetComponent <CapsuleCollider>(); agent = GetComponent <NavMeshAgent>(); highlighter = GetComponent <Highlighter>(); m_stun = false; isDie = false; enviroLayer = 1 << (int)SkillJudgeTarget.ENVIRO; // 환경레이어 -> 데칼 확인 ChangeClothes(); // 옷 조정 GetComponent <AIController>().DieAction += () => { isDie = false; }; }