Пример #1
0
    protected override void Start()
    {
        character = GetComponent <FPSCharacterController>();
        cam       = GetComponentInChildren <Camera>();

        if (cam)
        {
            originFOV = cam.fieldOfView;
        }
    }
Пример #2
0
    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);
    }
Пример #4
0
    void OnTriggerStay(Collider other)
    {
        if (other.GetComponent <FPSCharacterController>())
        {
            if (player == null)
            {
                player = other.GetComponent <FPSCharacterController>();
            }

            if (currentState != alertState && currentState != attackState)
            {
                TransitState(alertState);
            }
        }
    }
Пример #5
0
    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);
        }
    }
Пример #6
0
 void Start()
 {
     player = FindObjectOfType <FPSCharacterController>();
 }
 void Start()
 {
     player = FindObjectOfType <FPSCharacterController>();
     agent  = GetComponent <NavMeshAgent>();
 }
Пример #8
0
 void Start()
 {
     respawn   = false;
     character = FindObjectOfType <FPSCharacterController>();
 }