private void Start() { mGrenadedLogic = GetComponent <AI_GrenadedLogic>(); mConResults = GetComponent <TNK_Conditions>(); mChargeLogic = GetComponent <AI_ChargeLogic>(); mAttackFromRangeLogic = GetComponent <AI_AttackFromRange>(); mAnim = UT_FindComponent.FindComponent <AN_Enemies>(gameObject); }
private void Start() { mGrenadedLogic = GetComponent <AI_GrenadedLogic>(); mConResults = GetComponent <GRT_Conditions>(); mAttackRangedLogic = GetComponent <AI_AttackFromRange>(); mRetreatLogic = GetComponent <AI_Retreat>(); mAnim = UT_FindComponent.FindComponent <AN_Enemies>(gameObject); mFlyLogic = GetComponent <AI_FlyLogic>(); }
private void Start() { mGrenadedLogic = GetComponent <AI_GrenadedLogic>(); mConResults = GetComponent <LNK_Conditions>(); mStrafer = GetComponent <AI_Strafer>(); mAttackFromRangeLogic = GetComponent <AI_AttackFromRange>(); mAnim = UT_FindComponent.FindComponent <AN_Enemies>(gameObject); mShield = GetComponentInChildren <EnemyForceField>(); }
private void Awake() { mOwner = GetComponent <AI_Controller>(); mGrenadedLogic = GetComponent <AI_GrenadedLogic>(); mStunParticles = GetComponentInChildren <StunnedParticles>(); mStunParticles.Deactivate(); switch (mOwner.GetBase().mType) { case EnemyTypes.GRUNT: sType = "Grunt"; break; case EnemyTypes.LANKY: sType = "Lanky"; break; case EnemyTypes.TANK: sType = "Tank"; break; } }
private void Awake() { mEntity = UT_FindComponent.FindComponent <AI_Controller>(gameObject); mGrenLogic = UT_FindComponent.FindComponent <AI_GrenadedLogic>(gameObject); }