// Use this for initialization
 void Start()
 {
     hands.AddRange(GetComponentsInChildren <AI_Hit_Target>());
     p_control = GameObject.FindGameObjectWithTag("Player").GetComponent <Player_Controller>();
     anim      = GetComponent <AI_Animation_Controller>();
     rb        = GetComponent <Rigidbody>();
 }
示例#2
0
    // Use this for initialization
    void Start()
    {
        if (GetComponent <NavMeshAgent>() != null)
        {
            nav = GetComponent <NavMeshAgent>();
        }
        else
        {
            Debug.LogError("You need to add a nav mesh agent");
        }
        playerTarget = GameObject.FindGameObjectWithTag("Player");
        if (GetComponent <SphereCollider>() != null)
        {
            GetComponent <SphereCollider>().radius = backoffDist / 2;
        }
        else
        {
            Debug.LogError("You need to add sphere collider");
        }
        if (spawnPoint == null)
        {
            Debug.LogError("You need to add a spawnpoint");
        }
        anim = GetComponent <AI_Animation_Controller>();

        transform.position = determineRespawnPos(spawnPoint.position, 15);
    }
    private bool ableToSpawn = false; // True if respawnTimer == 0 (except by default as AI already loaded)

    // Use this for initialization
    void Start()
    {
        if (GetComponent <AI_Animation_Controller>() != null)
        {
            animController = GetComponent <AI_Animation_Controller>();
        }
        else
        {
            Debug.LogError("You need to add an animation controller to this AI");
        }
        if (GetComponent <AI_Movement>() != null)
        {
            movement = GetComponent <AI_Movement>();
        }
        else
        {
            Debug.LogError("You need to add an AI_Movement script to this AI");
        }

        player = GameObject.FindGameObjectWithTag("Player");
        state  = aiState.ALIVE;
    }
 // Use this for initialization
 void Start()
 {
     anim = GetComponentInParent <AI_Animation_Controller>();
 }