// Start is called before the first frame update void Start() { _memory = GetComponent <CreatureMemory>(); _statRates = GetComponent <StatChangeRates>(); _brain = GetComponent <Brain>(); _creatureStatistics = GetComponent <CreatureStatistics>(); if (_creatureStatistics != null) { _creatureStats.Health = _creatureStatistics.maxHealth; _creatureStats.Stamina = _creatureStatistics.maxStamina; _creatureStats.Energy = _creatureStatistics.maxEnergy; _creatureStats.Food = _creatureStatistics.maxFood; _creatureStats.Water = _creatureStatistics.maxWater; _creatureStats.Strength = _creatureStatistics.maxStrength; _creatureStats.Fortitude = _creatureStatistics.maxFortitude; _creatureStats.Torpidity = _creatureStatistics.maxTorpidity; _creatureStats.AttackRate = _creatureStatistics.attackRate; _creatureStats.AttackReach = _creatureStatistics.attackReach; _creatureStats.Mass = _creatureStatistics.maxMass; _creatureStats.BiteSize = _creatureStatistics.biteSize; } _statAlerts = GetComponent <CreatureAlerts>(); _creatureLiveStats = _creatureStats; }
//public bool isHunting = false; // Start is called before the first frame update void Start() { //_attack = GetComponent<CreatureAttack>(); _memory = GetComponent <CreatureMemory>(); _creatureStatus = GetComponent <CreatureStatus>(); agent = GetComponent <NavMeshAgent>(); }
private void Awake() { _bio = GetComponent <Biology>(); _harvest = GetComponent <IHarvest>(); _attack = GetComponent <IAttack>(); _memory = GetComponent <CreatureMemory>(); _nav = GetComponent <NPCNavigation>(); _reach = GetComponent <IHaveReach>(); _drink = GetComponent <CreatureDrink>(); }
// Start is called before the first frame update void Start() { _memory = transform.parent.GetComponent <CreatureMemory>(); myBiology = transform.parent.GetComponent <Biology>(); }