protected override void Start() { character = GetComponent <FPSCharacterController>(); cam = GetComponentInChildren <Camera>(); if (cam) { originFOV = cam.fieldOfView; } }
void OnTriggerExit(Collider other) { if (other.GetComponent <FPSCharacterController>()) { TransitState(lookAroundState); if (player != null) { player = null; } } }
void Start() { agent = GetComponent <NavMeshAgent>(); player = FindObjectOfType <FPSCharacterController>(); hp = GetComponent <EnemyHP>(); playerRadius = player.GetComponent <CharacterController>().radius; idleState.Initialize(this); chaseState.Initialize(this); attackState.Initialize(this); TransitState(chaseState); }
void OnTriggerStay(Collider other) { if (other.GetComponent <FPSCharacterController>()) { if (player == null) { player = other.GetComponent <FPSCharacterController>(); } if (currentState != alertState && currentState != attackState) { TransitState(alertState); } } }
protected virtual void Start() { character = FPSCharacterController.Instance; cam = character.cam; if (cam) { originFOV = cam.fieldOfView; } if (gunFlarePrefab != null) { gunFlare = Instantiate(gunFlarePrefab, this.transform); gunFlare.transform.localPosition = Vector3.zero; gunFlare.gameObject.SetActive(false); } }
void Start() { player = FindObjectOfType <FPSCharacterController>(); }
void Start() { player = FindObjectOfType <FPSCharacterController>(); agent = GetComponent <NavMeshAgent>(); }
void Start() { respawn = false; character = FindObjectOfType <FPSCharacterController>(); }