public virtual void Init(LivingEntityController controller) { battlefield = BattlefieldManager.instance; baseMoveDelay = 0.25f; moveDelay = baseMoveDelay; canMove = false; this.mover = controller; }
public virtual void Init(EnemyController enemy) { /* * The AI needs to know who it belongs to, what is the navi, what is the game controller, * and what it the battlefield. References to these objects make its job easier. */ this.enemy = enemy; gameController = GameController.instance; battlefield = BattlefieldManager.instance; navi = gameController.navi; movementStyle.Init(enemy); enemy.movementHandler.ChangeState(movementStyle); // Also, in subclasses of this, you'll want to set things like delay vars }
// Start is called before the first frame update void Start() { battle = GameObject.Find("Battlefield").GetComponent <BattlefieldManager>(); }
void Awake() { instance = this; SetupPanelGrid(); }
// Start is called before the first frame update void Start() { m_animator = GetComponent <Animator>(); enemyLayerMask = LayerMask.GetMask("Enemy"); battle = GameObject.Find("Battlefield").GetComponent <BattlefieldManager>(); }
void Awake() { ManagerInstance = this; }
void Start() { f = GetComponent <BattlefieldManager>(); randomDirs = f.randomDirs; }
// Start is called before the first frame update void Start() { currentHealth = maxHealth; healthBar.SetMaxHealth(maxHealth); battle = GameObject.Find("Battlefield").GetComponent <BattlefieldManager>(); }