// Use this for initialization void Start() { animator = GetComponent <Animator>(); EnemyRngWalk = GetComponent <EnemyRandomWalk>(); timer = 0.0f; rb2d = GetComponent <Rigidbody2D>(); }
// Use this for initialization void Start() { animator = GetComponent <Animator>(); firingRate = 1f; nextShot = Time.time; EnemyRngWalk = GetComponent <EnemyRandomWalk>(); rb2d = GetComponent <Rigidbody2D>(); }
// Use this for initialization void Start() { //Added GameObject thePlayer = GameObject.Find("Aris"); playerContScript = thePlayer.GetComponent <PlayerControl>(); //animator = GetComponent<Animator>(); firingRate = 1f; nextShot = Time.time; EnemyRngWalk = GetComponent <EnemyRandomWalk>(); rb2d = GetComponent <Rigidbody2D>(); }
protected override void MakeFSM() { base.MakeFSM(); EnemyRandomWalk randomWalk = new EnemyRandomWalk(StateID.RandomWalk, this); randomWalk.AddTransition(Transition.FoundBreadcrumb, StateID.BreadcrumbWalk); randomWalk.AddTransition(Transition.FoundPlayer, StateID.Finished); EnemyBreadcrumbWalk breadcrumbWalk = new EnemyBreadcrumbWalk(StateID.BreadcrumbWalk, this); breadcrumbWalk.AddTransition(Transition.LostBreadcrumb, StateID.RandomWalk); breadcrumbWalk.AddTransition(Transition.FoundPlayer, StateID.Finished); PlayerFinished finished = new PlayerFinished(StateID.Finished, this.gameObject); fsm = new FiniteStateMachine(); fsm.AddState(randomWalk); fsm.AddState(breadcrumbWalk); fsm.AddState(finished); }