// Init function void Awake() { // Initialize shoot ray shootRay_ = new Ray(); // Get player controller component playerController_ = transform.root.GetComponent <PlayerControllerAnimated>(); // Get active gun component activeGun_ = GetComponentInChildren <SciFiRifle>(); // Set aim spread to default value aimSpread_ = 1.0f; }
// Init function void Start() { // Get player transform matrix player_ = GameObject.FindGameObjectWithTag("Player").transform; // Get navigation mesh agent component nav_ = GetComponent <NavMeshAgent>(); // Get capsule component capsule_ = GetComponent <CapsuleCollider>(); // Get enemy health script enemyHealth_ = GetComponent <EnemyHealth>(); // Get player controller script playerController_ = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControllerAnimated>(); // Get active gun component activeGun_ = GetComponentInChildren <SciFiRifle>(); // Get animator component anim_ = GetComponent <Animator>(); // Get walk audio component walkAudio_ = GetComponents <AudioSource>()[0]; // Get speech audio component speechAudio_ = GetComponents <AudioSource>()[1]; // Get environment layer mask for shooting environmentMask_ = LayerMask.GetMask("Environment"); // Create shoot ray shootRay_ = new Ray(); // Get minimum distance to be able to move and shoot minShootRange_ = activeGun_.GetRange() / 4.0f - 5.0f; // 10 // Get maximum distance to be able to shoot maxShootRange_ = activeGun_.GetRange() / 4.0f + 5.0f; // 20 // Clear distraction point distractionPoint_ = NO_DISTRACTION_SET; // Go to the next point in defined path GoToNextPoint(); }
// Init function void Start() { // Get player controller script component playerController = GetComponentInParent <PlayerControllerAnimated>(); }