// Start is called before the first frame update void Start() { weaponAudio = GetComponent <AudioSource>(); gunEndGO = GetComponentInChildren <ID_gunEnd>().gameObject; GetAICon = GetComponentInParent <AIControllerBase>(); AIEyes = GetAICon.AIEyes; }
public void Init(Transform Target, AIControllerBase Pawn) { this.target = Target; this.pawn = Pawn.Stats; cam = Camera.main.transform; //Todo graphic.SetActive(true); healthPercentOld = GetHealthPercent(); }
// Start is called before the first frame update void Start() { playerState = FindObjectOfType <PlayerStateScript>(); AIController = GetComponentInChildren <AIControllerBase>(); enemyUIController = GetComponentInChildren <EnemyUIController>(); playerNavPoint = FindObjectOfType <Player>().gameObject.GetComponentInChildren <NavPoint>(); AI_Weapon = GetComponentInChildren <EnemyWeapon>().gameObject; myWeapon = AI_Weapon.GetComponent <EnemyWeapon>(); damageEvent.AddListener(OnEnemyDamageApplied); }
public void CreateEnemyFloaters(Transform target, AIControllerBase pawn) { FloatingEnergyBar newUI = Instantiate(floatingEnergyBarPrefab, transform) as FloatingEnergyBar; newUI.Init(target, pawn); }
public void SetPawn(AIControllerBase Pawn) { m_Pawn = Pawn; ResetDamage(); }