void OnWizardCreate() { DialogItem first = items[0]; DialogItem last = items[items.Count - 1]; if (mainGameObject != null) { StopNav nav = new StopNav(); nav.Initilize(ref first, NodeActionType.OnDialogFocused); nav.SetNodeTarget(ref mainGameObject); first.onNodeFocusedActions.Add(nav); } if (mainGameObject != null && lookAtTarget != null) { LookAtGameObject lookAt = new LookAtGameObject(); lookAt.Initilize(ref first, NodeActionType.OnDialogFocused); lookAt.SetLooker(ref mainGameObject); lookAt.SetTarget(ref lookAtTarget); first.onNodeFocusedActions.Add(lookAt); } if (animationToPlay != "") { PlayAnimation anim = new PlayAnimation(); anim.Initilize(ref first, NodeActionType.OnDialogFocused); anim.SetNodeTarget(ref mainGameObject); first.onNodeFocusedActions.Add(anim); } if (animationLeave != "") { PlayAnimation anim = new PlayAnimation(); anim.Initilize(ref last, NodeActionType.OnDialogLeave); anim.SetNodeTarget(ref mainGameObject); last.onNodeLeaveActions.Add(anim); } if (mainGameObject != null) { EndConvoActions end = new EndConvoActions(); end.Initilize(ref last, NodeActionType.OnDialogLeave); last.onNodeLeaveActions.Add(end); } CleanUp(); }
void Start() { // Set up references enemySight = GetComponentInChildren<EnemySight> (); nav = GetComponent<NavMeshAgent> (); attackMomentumTimer = 0f; chaseTimer = 0f; reactionTime = Random.Range (avgReactionTime * 0.9f, avgReactionTime * 1.1f); ResetAttackMomentumTime (); playerStats = GameObject.FindGameObjectWithTag (Tags.gameController).GetComponent<PlayerStats> (); if(initialPosition){ navPosition = initialPosition.position; } else{ navPosition = transform.position; } // Set up target info if there is an initial target... lookAtGameObject = GetComponent<LookAtGameObject> (); if(lookAtGameObject.target != null){ UpdateTarget (); } isAttacking = false; wasPatrolling = true; if(gameObject.GetComponentInChildren<weaponIndex>().ammoCount == 0){ isMelee = true; } }
void Start() { nav = GetComponentInParent<NavMeshAgent> (); //col = transform.GetComponent<SphereCollider> (); enemyAI = GetComponentInParent<EnemyAI> (); // Set up target info if there is an initial target... lookAtGameObject = GetComponentInParent<LookAtGameObject> (); personalLastSighting = targetResetPosition; playerStats = GameObject.FindGameObjectWithTag (Tags.gameController).GetComponent<PlayerStats> (); //Determine Random sightlessScreenBufferPercentage sightlessScreenBufferPercentage = Random.Range (sightlessScreenBufferPercentageMin, sightlessScreenBufferPercentageMax)/100f; }
void Awake() { col = GetComponent<SphereCollider> (); lookAtGameObject = GetComponentInParent<LookAtGameObject> (); }