// ------------------------------------------------------------------------------- // // ------------------------------------------------------------------------------- protected override void Start() { proxChecker = GetComponent <NetworkProximityChecker>(); movementComponent = gameObject.GetComponent <EntityMovementComponent>(); base.Start(); }
// networkbehaviour //////////////////////////////////////////////////////// // cache components on server and clients protected virtual void Awake() { tr = GetComponent <Transform>(); agent = GetComponent <NavMeshAgent>(); proxchecker = GetComponent <NetworkProximityChecker>(); anim = GetComponent <Animator>(); netIdentity = GetComponent <NetworkIdentity>(); }
// networkbehaviour //////////////////////////////////////////////////////// // cache components on server and clients protected virtual void Awake() { agent = GetComponent <UnityEngine.AI.NavMeshAgent>(); proxchecker = GetComponent <NetworkProximityChecker>(); netIdentity = GetComponent <NetworkIdentity>(); // the collider can also be a child in case of animated entities (where // it sits on the pelvis for example). equipment colliders etc. aren't // a problem because they are added after awake in case collider = GetComponentInChildren <Collider>(); }
//LOAD COMPONENTS void LoadComponents() { if (!proxChecker) { proxChecker = GetComponent <NetworkProximityChecker>(); } if (!movementComponent) { movementComponent = GetComponent <EntityMovementComponent>(); } }