void Awake() { base.Awake(); //initialize child specific variables visionRadius = 5f; //get references to all attatched hitboxes and set the default Hitboxes = new List <BoxCollider2D>(); Transform[] ts = GetComponentsInChildren <Transform>(); foreach (Transform t in ts) { if (t.CompareTag("Hitbox")) { Hitboxes.Add(t.GetComponent <BoxCollider2D>()); } } effectiveHitbox = Hitboxes[0]; Path = GetComponent <Pathfinding.AIPath>(); DestinationSetter = GetComponent <Pathfinding.AIDestinationSetter>(); AIPatrol = GetComponent <Pathfinding.Patrol>(); Path.maxSpeed = movementSpeed; currentAIState = AIState.idle; previousAIState = AIState.start; //TG //I am not searching on instantiation bIsSearching = false; bIsFleeing = false; bIsCounting = false; //Create chase waypoint chaseTarget = Instantiate(waypoint, gameObject.transform.position, new Quaternion(), GameObject.Find("waypointListContainer").transform); //Create patrol waypoints patrolPointArray[0] = Instantiate(waypoint, new Vector3(gameObject.transform.position.x + 5f, gameObject.transform.position.y + 5f, 0), new Quaternion(), GameObject.Find("waypointListContainer").transform); patrolPointArray[1] = Instantiate(waypoint, new Vector3(gameObject.transform.position.x + 5f, gameObject.transform.position.y - 5f, 0), new Quaternion(), GameObject.Find("waypointListContainer").transform); patrolPointArray[2] = Instantiate(waypoint, new Vector3(gameObject.transform.position.x - 5f, gameObject.transform.position.y + 5f, 0), new Quaternion(), GameObject.Find("waypointListContainer").transform); patrolPointArray[3] = Instantiate(waypoint, new Vector3(gameObject.transform.position.x - 5f, gameObject.transform.position.y - 5f, 0), new Quaternion(), GameObject.Find("waypointListContainer").transform); }
void Awake() { base.Awake(); baseAttack = 10.0f; dexterity = .05f; vitality = .01f; movementSpeed = 6.0f; //initialize child specific variables visionRadius = 8f; Path = GetComponent <Pathfinding.AIPath>(); DestinationSetter = GetComponent <Pathfinding.AIDestinationSetter>(); AIPatrol = GetComponent <Pathfinding.Patrol>(); Path.maxSpeed = movementSpeed; currentAIState = AIState.idle; previousAIState = AIState.start; //TG //Sets the ray cast to trigger when colliding with player hurtbox layerMask = 1 << 10; //I am not searching on instantiation bIsSearching = false; bIsFleeing = false; bIsCounting = false; //Create chase waypoint chaseTarget = Instantiate(waypoint, gameObject.transform.position, new Quaternion(), GameObject.Find("waypointListContainer").transform); //Create patrol waypoints patrolPointArray[0] = Instantiate(waypoint, new Vector3(gameObject.transform.position.x - 5.0f, gameObject.transform.position.y + 5.0f, 0), new Quaternion(), GameObject.Find("waypointListContainer").transform); patrolPointArray[1] = Instantiate(waypoint, new Vector3(gameObject.transform.position.x + 5.0f, gameObject.transform.position.y + 5.0f, 0), new Quaternion(), GameObject.Find("waypointListContainer").transform); patrolPointArray[2] = Instantiate(waypoint, new Vector3(gameObject.transform.position.x + 5.0f, gameObject.transform.position.y - 5.0f, 0), new Quaternion(), GameObject.Find("waypointListContainer").transform); patrolPointArray[3] = Instantiate(waypoint, new Vector3(gameObject.transform.position.x - 5.0f, gameObject.transform.position.y - 5.0f, 0), new Quaternion(), GameObject.Find("waypointListContainer").transform); }