void Awake() { healthScript = GetComponent<HealthFighter> (); engineScript = GetComponent<EnginesFighter> (); shootScript = GetComponentInChildren<WeaponsPrimaryFighter> (); missilesScript = GetComponentInChildren<WeaponsSecondaryFighter> (); myRigidbody = GetComponent<Rigidbody2D> (); if (whichSide == WhichSide.Ally) { myCommander = GameObject.FindGameObjectWithTag("AIManager").transform.FindChild("PMC Commander").GetComponent<AICommander> (); enemyCommander = GameObject.FindGameObjectWithTag("AIManager").transform.FindChild("Enemy Commander").GetComponent<AICommander> (); } else if (whichSide == WhichSide.Enemy) { myCommander = GameObject.FindGameObjectWithTag("AIManager").transform.FindChild("Enemy Commander").GetComponent<AICommander> (); enemyCommander = GameObject.FindGameObjectWithTag("AIManager").transform.FindChild("PMC Commander").GetComponent<AICommander> (); } myCommander.myFighters.Add (this.gameObject); normalStates = new StateMachine[]{StateMachine.Patroling}; combatStates = new StateMachine[]{StateMachine.Dogfight}; formUpStates = new StateMachine[]{StateMachine.FormUp}; coverMeStates = new StateMachine[]{StateMachine.Covering}; retreatStates = new StateMachine[] {StateMachine.Evade, StateMachine.Retreat}; deathStates = new StateMachine[] {StateMachine.NA}; }
void Awake() { if(instance == null) { instance = this; } else { Debug.LogError("There were 2 PlayerAILogic scripts"); Destroy(gameObject); return; } healthScript = GetComponent<HealthFighter> (); engineScript = GetComponent<PlayerFighterMovement> (); shootScript = GetComponentInChildren<WeaponsPrimaryFighter> (); missilesScript = GetComponentInChildren<WeaponsSecondaryFighter> (); dodgeScript = GetComponentInChildren<Dodge>(); }