void Start() { is_vibing = false; m_Animator = gameObject.GetComponent <Animator>(); if (gameObject.GetComponentInChildren <AI_Sensor>()) { ai_sensor = gameObject.GetComponentInChildren <AI_Sensor>(); //DFS children for the script hurtBox = gameObject.GetComponentInChildren <BoxCollider2D>(); hurtBox.enabled = false; //turn off the hurt } else { Debug.Log("AI not attached to entity: " + this.name); Destroy(this.gameObject); } }
//basic inherited intitialization that all enemies will use protected void Base_Initialize() { moving_right = false; facing_right = false; invincible = false; m_Animator = gameObject.GetComponent <Animator>(); if (gameObject.GetComponentInChildren <AI_Sensor>()) { ai_sensor = gameObject.GetComponentInChildren <AI_Sensor>(); //DFS children for the script hurtBox = transform.GetChild(1).GetComponent <BoxCollider2D>(); //very hacky dont touch the child order lmao } else { Debug.Log("AI not attached to entity: " + this.name); GetComponent <SpriteRenderer>().color = Color.red; //sanity check in case ai is bonkered } }