void Awake() { navMeshAgent = GetComponent <NavMeshAgent> (); survivorsk = GetComponent <SurvivorSkills> (); character = GetComponent <NetworkCharacter> (); hskills = GetComponent <HunterSkills> (); navMeshAgent.stoppingDistance = navStopDistance; if (speedMultiplier == null) { speedMultiplier = GetComponent <SpeedMultiplier>(); } deployedTimer = defaultDeployedUsageCooldown; }
private bool CheckPowerSourceNearBy(AIStateController controller) { SurvivorSkills skills = controller.survivorsk; //Debug.Log (skills.m_InteractingPowerSource); if (controller.targetIndx >= 0 && controller.targetIndx < controller.wayPointList.Count && skills.m_InteractingPowerSource != null && skills.m_InteractingPowerSource.gameObject.activeSelf && skills.m_InteractingPowerSource.gameObject == controller.wayPointList[controller.targetIndx].gameObject) { controller.navMeshAgent.isStopped = true; return(true); } else { return(false); } }