void Start() { _playerWeaponManager = gameObject.GetComponent <PlayerWeaponManager>(); _fieldOfViewHelper = gameObject.GetComponent <FieldOfViewHelper>(); _playerNum = _playerWeaponManager.playerNum; Debug.Log("Player Num : " + _playerNum); _prevBulletSpawnTime = Time.time; _fireBtn = "P" + _playerNum + "Attack1"; }
void Start() { _playerWeaponManager = gameObject.GetComponent <PlayerWeaponManager>(); _fieldOfViewHelper = gameObject.GetComponent <FieldOfViewHelper>(); _playerNum = _playerWeaponManager.playerNum; _remainingBulletInChamber = _bulletNumberinChamber; // Debug.Log("Player Num in fire : " + _playerNum); _prevBulletSpawnTime = Time.time; _fireBtn = "P" + _playerNum + "Attack1"; }
void Start() { if (navAgent != null) { navAgent.velocity = patrolVelocity; navAgent.acceleration = acceleration; } player = PersonController.instance.player; awarenessSystem.OnAwarenessIncreased += AwarenessIncreased; fieldOfViewHelper = GetComponent <FieldOfViewHelper>(); }
void Start() { _playerWeaponManager = gameObject.GetComponent <PlayerWeaponManager>(); _fieldOfViewHelper = gameObject.GetComponent <FieldOfViewHelper>(); _playerNum = _playerWeaponManager.playerNum; _prevBulletSpawnTime = Time.time; // _fireBtn = "P" + _playerNum + "Attack2"; _fireBtn = "P" + _playerNum + "Attack2"; // Debug.Log("Raycast " + _fireBtn); }
private void OnSceneGUI() { FieldOfViewHelper fov = (FieldOfViewHelper)target; Handles.color = Color.white; Handles.DrawWireArc(fov.transform.position, Vector3.up, Vector3.forward, 360, fov._viewRadious); Vector3 viewAngleA = fov.DirFromAngle(-fov._viewAngle / 2, false); Vector3 viewAngleB = fov.DirFromAngle(fov._viewAngle / 2, false); Handles.DrawLine(fov.transform.position, fov.transform.position + (viewAngleA * fov._viewRadious)); Handles.DrawLine(fov.transform.position, fov.transform.position + (viewAngleB * fov._viewRadious)); Handles.color = Color.red; foreach (FieldOfViewHelper.VisibleTargetsStruct visibleTarget in fov.visibleTargetStructList) { Handles.DrawLine(fov.transform.position, visibleTarget.transform.position); } }
private void Awake() { enemy = GetComponent <Enemy>(); fovChecker = GetComponent <FieldOfViewHelper>(); }