示例#1
0
    private void Start()
    {
        atkMng = this.gameObject.GetComponent <AtkMng>();
        ani    = this.gameObject.GetComponentInChildren <Animator>();

        this.gameObject.GetComponentInChildren <AnimationEventReceiver>().attackHit = AttackHit;
    }
示例#2
0
 // Use this for initialization
 void Start()
 {
     mesh                    = new Mesh();
     meshFilter              = GetComponent <MeshFilter>();
     meshCollider            = GetComponent <MeshCollider>();
     meshCollider.sharedMesh = mesh;
     atkMng                  = gameObject.GetComponentInParent <AtkMng>();
 }
示例#3
0
    private void Start()
    {
        animator          = this.gameObject.GetComponentInChildren <Animator>();
        atkMng            = this.gameObject.GetComponent <AtkMng>();
        enemyWeapon       = this.gameObject.GetComponentInChildren <EnemyWeapon>();
        nav               = this.gameObject.GetComponent <NavMeshAgent>();
        enemyTakingDamage = this.gameObject.GetComponent <EnemyTakingDamage>();

        Equipment();
    }
示例#4
0
    private float atkTimer = 0.0f;//누르고 있으면 무한공격이 되지 않도록 만드는 변수

    private void Start()
    {
        playerAnim      = this.GetComponent <Animator>();
        playerAbilities = this.GetComponent <PlayerAbilities>();
        equipment       = this.GetComponent <Equipment>();
        atkMng          = this.GetComponent <AtkMng>();
        floorMask       = LayerMask.GetMask("Floor");       //"Floor"로 layer 위치값 등록
        //나중에 Update에서 갱신하도록 수정해야 함.
        atkTimer = 1.5f - (playerAbilities.AtkSpeed / 140); //공격속도 숫자가 커질수록 타이머 시간은 줄어듬.
    }
示例#5
0
    private IEnumerator Initialize()
    {
        target = GameObject.FindGameObjectWithTag("Player").transform;
        if (target == null)
        {
            Debug.LogError("target is null");
        }

        myStats  = this.gameObject.GetComponent <EnemyStats>();
        animator = this.gameObject.GetComponentInChildren <Animator>();
        atkMng   = this.gameObject.GetComponent <AtkMng>();
        nav      = this.gameObject.GetComponent <NavMeshAgent>();

        this.gameObject.GetComponentInChildren <AnimationEventReceiver>().attackHit = AttackHit;

        startPos = this.transform.position;

        nav.speed            = walkSpeed;
        nav.stoppingDistance = attackRange;

        yield return(null);
    }