private void OnShoot() { m_ScoreManager.OnShot(m_ScoreLossPerShot); // Find all AIs within x metres and make them flee Collider[] colliders = Physics.OverlapSphere(m_Player.position, 150); for (int i = 0; i < colliders.Length; i++) { EmeraldAIEventsManager events = colliders[i].GetComponent <EmeraldAIEventsManager>(); if (events != null) { events.FleeFromTarget(m_Player); } } }
void Start() { m_EmeraldAISystem = GetComponent <EmeraldAISystem>(); m_EmeraldAIEventsManager = GetComponent <EmeraldAIEventsManager>(); InvokeRepeating("UpdateAISchedule", 0.1f, 1); }