// Start is called before the first frame update void Start() { _am = GameObject.FindObjectOfType <ActionMenu>(); _m = GameObject.FindObjectOfType <Manager>(); _anim = GetComponent <Animator>(); _healthbar = GetComponentInChildren <EnemyHealthbar>(); _skill_img = FindObjectOfType <EnemySkillImages>(); _as = GetComponent <AudioSource>(); if (_anim != null) { _anim.SetBool("Hyped", false); _anim.SetBool("Bored", false); } foreach (LearntSkills skill in available_skills) { sum_of_weights += skill.weight; } if (_healthbar != null) { _healthbar.UpdateBars(hype / max_hype, boredom / max_boredom, action_timer / Manager._ACT_TRIGGER_); } GetNextSkill(); }
public void Awake() { _healthbar = GetComponentInChildren <EnemyHealthbar>(); _nav = GetComponent <NavMeshAgent>(); _anim = GetComponent <Animator>(); _rb = GetComponent <Rigidbody>(); _audio = GetComponent <AudioSource>(); _nav.updateRotation = false; }
private void Awake() { CurrentHealth = m_MaxHealth; m_Renderer = GetComponentInChildren <MeshRenderer>(); PauseCheck.Pause += TogglePause; m_EnemyHealthbar = GetComponent <EnemyHealthbar>(); }
private void SpawnHealthbar() { GameObject obj = MainGui.Instance.SpawnFollowObj(this.HealthbarObj, transform, Vector3.up * this.HealthbarOffset); this.healthBar = obj.GetComponent<EnemyHealthbar>(); }