public void Start() { this.raycastEnemy = GetComponent <RaycastEnemy>(); this.myTransform = gameObject.transform; this.canAttack = GetComponent <EnemyCanAttack>(); this.enemyStateMachine = GetComponent <EnemyStateMachine>(); this.enemyStateMachine.setStateMachineEnemy(StateMachineEnemy.Move); this.target = GameObject.Find("Jumba").transform; this.controllerHitSequence = target.GetComponent <ControllerHitSequence>(); this.interfaceHitCombo = target.GetComponent <InterfaceHitCombo>(); this.controllerHit = target.GetComponent <ControllerHitPlayer>(); this.strikeForce = target.GetComponent <StrikeForce>(); this.enemyLife = GetComponent <EnemyLife>(); this.characterController = GetComponent <CharacterController>(); this.enemyAnimation = GetComponent <EnemyAnimator>(); }
public override void CopyValues(ScrObjLibraryEntry other) { base.CopyValues(other); CharacterSkill cs = (CharacterSkill)other; icon = cs.icon; description = cs.description; activationType = cs.activationType; chance = cs.chance; percent = cs.percent; value = cs.value; boost = new Boost(); boost.AddBoost(cs.boost); includeSelf = cs.includeSelf; range = cs.range; rangeMax = cs.rangeMax; enemyCanAttack = cs.enemyCanAttack; weaponReq = cs.weaponReq; terrainReq = new List <TerrainTile>(); for (int i = 0; i < cs.terrainReq.Count; i++) { terrainReq.Add(cs.terrainReq[i]); } }
void Start() { enemyBehaviour = GetComponent <EnemyStateMachine>(); enemyCoroutine = GetComponent <EnemyAIBehaviour>(); if (GetComponent <EnemyCanAttack>()) { enemyCanAttack = GetComponent <EnemyCanAttack>(); } }
public override void ResetValues() { base.ResetValues(); icon = null; description = ""; activationType = SkillActivation.NONE; chance = 0; percent = 0; value = 0; boost = new Boost(); includeSelf = false; range = 0; rangeMax = 0; enemyCanAttack = EnemyCanAttack.BOTH; weaponReq = WeaponType.NONE; terrainReq = new List <TerrainTile>(); }