// Update is called once per frame void Start() { wizardAnimator = gameObject.GetComponentInChildren <Animator> (); navAgent = gameObject.GetComponent <NavMeshAgent> (); wizard = gameObject.GetComponent <AIWizard> (); attackmMeans = gameObject.GetComponent <WizardAttackMeans> (); }
// Use this for initialization void Start() { // Buff_time_List = new List<float>(); // Buff_valid_List = new List<bool> (); pd = GetComponent <PlayerData> (); timer = Time.time - effectiveTime;// make sure start remain time is zero wizardAttackMeans = GetComponent <WizardAttackMeans> (); // for (int i = 0 ; i < ItemDB.Number_Of_Items;i ++){ // Buff_time_List.Add(0); // Buff_valid_List.Add(false); // } }
void Start() { // mapping input events inputManager = GetComponent <UserInputManager> (); // inputManager.OnPressHit += TryCombatAttack; inputManager.OnPressMainSkill += TryCastingMainSkill; inputManager.OnPressSubSkill += TryCastingSubSkill; inputManager.OnReleaseSubSkill += StopCastingSubSkill; inputManager.OnPressButton += HandleButton; inputManager.OnReleaseButton += ReleaseButton; inputManager.OnPressRunning += StartRunning; inputManager.OnReleaseRunning += EndRunning; inputManager.OnPressSwapIceFire += SwapIceFire; // other local components animator = GetComponentInChildren <Animator> (); attackMeans = GetComponent <WizardAttackMeans> (); castingAid = GetComponent <CastingAid> (); PD = GetComponent <PlayerData> (); }
void Start() { wall = GameObject.FindGameObjectWithTag(TagList.Wall); navAgent = gameObject.GetComponent <NavMeshAgent> (); attackmMeans = gameObject.GetComponent <WizardAttackMeans> (); }