private void Awake() { enemyList.Add(this); characterBase = gameObject.GetComponent <CharacterAim_Base>(); healthSystem = new HealthSystem(1); SetStateNormal(); characterBase.OnShoot += CharacterBase_OnShoot; }
private void Awake() { enemyMain = GetComponent <EnemyMain>(); characterBase = GetComponent <CharacterAim_Base>(); aimAnims = GetComponent <IAimShootAnims>(); aimingShoot = GetComponent <AimingShoot>(); SetStateNormal(); }
private void Awake() { characterAimBase = GetComponent <CharacterAim_Base>(); playerAim = GetComponent <PlayerAim>(); playerBase = GetComponent <Player_Base>(); playerPunch = GetComponent <PlayerPunch>(); playerBase.enabled = false; playerPunch.enabled = false; }
private void Awake() { instance = this; playerBase = gameObject.GetComponent <CharacterAim_Base>(); healthSystem = new HealthSystem(100); offsetY = transform.Find("Body").position.y + 2f; SetStateNormal(); playerBase.OnShoot += PlayerBase_OnShoot; }
private void Awake() { characterAimBase = GetComponent <CharacterAim_Base>(); playerAim = GetComponent <PlayerAim>(); playerBase = GetComponent <Player_Base>(); playerPunch = GetComponent <PlayerPunch>(); playerSword = GetComponent <PlayerSword>(); playerBase.enabled = false; playerPunch.enabled = false; playerSword.enabled = false; characterAimBase.OnShoot += CharacterAimBase_OnShoot; }
private void Awake() { playerBase = gameObject.GetComponent <CharacterAim_Base>(); SetStateNormal(); }