public virtual void Start() { // hp m_HP = GetComponent <HasHP>(); m_HP.postDead += () => Die(); m_Agent = GetComponent <Agent>(); agent.direction = new Vector2(1, 0); agent.speed = 1; m_Animator = GetComponent <Animator>(); if (m_Animator == null) { Debug.Log("Animator not set!"); } direction = 1; // detector damageDetector.doDamage = Hit; }
void Awake() { m_Hp = GetComponent <HasHP>(); m_Hp.hp = hpMax; m_Hp.postDead = Die; // components m_Renderers = GetComponent <CharacterRenderer> (); m_Animator = GetComponent <Animator>(); m_NetworkAnimator = GetComponent <NetworkAnimator>(); m_InterpolatePosition = gameObject.AddComponent <InterpolatePosition>(); // detector crateDetector.doObtain = Obtain; damageDetector.doDamage = Hit; terrainDetector.postDetect = (Collision) => { m_Floating = false; terrainDetector.gameObject.SetActive(false); }; }
void Awake () { m_Hp = GetComponent<HasHP>(); m_Hp.hp = hpMax; m_Hp.postDead = Die; // components m_Renderers = GetComponent<CharacterRenderer> (); m_Animator = GetComponent<Animator>(); m_NetworkAnimator = GetComponent<NetworkAnimator>(); m_InterpolatePosition = gameObject.AddComponent<InterpolatePosition>(); // detector crateDetector.doObtain = Obtain; damageDetector.doDamage = Hit; terrainDetector.postDetect = (Collision) => { m_Floating = false; terrainDetector.gameObject.SetActive(false); }; }