void Start() { destructorTransforms = new List <Transform>(); m_patternEnemy = GetComponent <StatePatternEnemy>(); m_patternEnemyRanged = GetComponent <StatePatternEnemyRanged>(); m_animator = GetComponent <Animator>(); m_navMesh = GetComponent <NavMeshAgent>(); m_capsuleCollider = GetComponent <CapsuleCollider>(); if (m_skinnedRenderer == null) { print("skinned renderer is null, assign in scene(AI) hpscript"); } if (m_health > 0) { m_alive = true; } else { m_alive = false; Debug.Log("Spawned with 0 health, instadeath"); } }
public AttackAimTowardsRange(StatePatternEnemyRanged statePatternEnemy, AttackStateRanged p_attackState) { enemy = statePatternEnemy; attackState = p_attackState; }
public AttackStateRanged(StatePatternEnemyRanged statePatternEnemy) { enemy = statePatternEnemy; }
public DetectedStateRanged(StatePatternEnemyRanged statePatternEnemy) { enemy = statePatternEnemy; }
public RetreatStateRanged(StatePatternEnemyRanged statePatternEnemy) { enemy = statePatternEnemy; }
public PatrolStateRanged(StatePatternEnemyRanged statePatternEnemy) { enemy = statePatternEnemy; }
public AttackDownTimeRanged(StatePatternEnemyRanged statePatternEnemy, AttackStateRanged p_attackState) { enemy = statePatternEnemy; attackState = p_attackState; }
public AttackWindUpRanged(StatePatternEnemyRanged statePatternEnemy, AttackStateRanged p_attackState) { enemy = statePatternEnemy; attackState = p_attackState; }
public AttackOnGoingRanged(StatePatternEnemyRanged statePatternEnemy, AttackStateRanged p_attackState) { enemy = statePatternEnemy; attackState = p_attackState; }
public AlertStateRanged(StatePatternEnemyRanged statePatternEnemy) { enemy = statePatternEnemy; }