void Start() { combat = GetComponent <NPCCombat>(); movement = GetComponent <NPCMovement>(); currentHP = maxHP; navAgent = GetComponent <NavMeshAgent>(); //DEBUG targetSprite.SetActive(false); }
void Start() { combat = GetComponent <NPCCombat>(); stats = GetComponent <NPCStats>(); navAgent = GetComponent <NavMeshAgent>(); currentState = NPCState.PATROL; currentPatrolPoint = 0; attackStopDist = navAgent.stoppingDistance; //navAgent.stoppingDistance = attackRange / 2; }
void Die() { if (text != null) { text.text = "D'oh!"; text.gameObject.transform.parent.gameObject.AddComponent <DieAfterTime> (); } if (rend != null) { rend.enabled = false; } NPCCombat combat = gameObject.GetComponent <NPCCombat> (); if (combat != null) { combat.enabled = false; } Rigidbody rbody = gameObject.AddComponent <Rigidbody> (); rbody.AddForce(Vector3.back); }