void Awake() { movHdlr = GetComponent <Movement_Handler> (); aiPerception = GetComponent <AISightAndHearing> (); nav = GetComponent <UnityEngine.AI.NavMeshAgent> (); wep = GetComponent <Weapon_Handler> (); currWep = wep.GetCurrWeapon(); fireAtWill = true; holdPosition = true; follow = false; currWep = wep.GetCurrWeapon(); }
void Awake() { cam = GetComponent <Camera>(); wh = GetComponentInParent <Weapon_Handler> (); movHdlr = transform.root.GetComponent <Movement_Handler> (); Distance = DefaultDistance; Vector3 angles = transform.eulerAngles; x = angles.x; y = angles.y; if (GetComponent <Rigidbody>() != null) { GetComponent <Rigidbody>().freezeRotation = true; } }
// Use this for initialization void Awake() { cmdHdlr = GameObject.Find("System").GetComponent <CommandHandler>(); mov = GetComponent <Movement_Handler> (); wep = GetComponent <Weapon_Handler> (); }
private float coverBlownTime = 5f; //Time after which the cover will be restored void Awake() { timer = 0f; wepHdlr = GetComponent <Weapon_Handler> (); }