void Awake() { aiSight = GetComponent <AISightAndHearing>(); nav = GetComponent <UnityEngine.AI.NavMeshAgent>(); mov = GetComponent <Movement_Handler>(); deadZone *= Mathf.Deg2Rad; }
void Awake() { movHdlr = GetComponent <Movement_Handler> (); aiPerception = GetComponent <AISightAndHearing> (); nav = GetComponent <UnityEngine.AI.NavMeshAgent> (); wep = GetComponent <Weapon_Handler> (); currWep = wep.GetCurrWeapon(); fireAtWill = true; holdPosition = true; follow = false; currWep = wep.GetCurrWeapon(); }
public void MakeNoise(float radius) { Collider[] otherObjects = Physics.OverlapSphere(transform.position, radius); foreach (Collider c in otherObjects) { if ((c.tag == "Enemy" || c.tag == "Player") & c != GetComponent <Collider>() & !c.isTrigger) { Vector3 currPos = transform.position; currPos.y = 0; AISightAndHearing AIP = c.GetComponent <AISightAndHearing>(); if (AIP) { if (gameObject.tag == AIP.opponent) { AIP.HeardSomething(currPos); } } } } }