public override void Init(Fighter player, AIFighter fighter, FighterRoutine routine) { base.Init(player, fighter, routine); //m_lastObservable = 0; //m_observer = Fighter.gameObject.GetComponent<Observer> (); m_attackable = Fighter.GetComponent <Attackable> (); }
void Start() { BasicMove = GetComponent <BasicMovement>(); Fighter = GetComponent <Fighter>(); Attackable = GetComponent <Attackable>(); Routine = GetComponentInChildren <FighterRoutine>(); m_routines = new List <FighterRoutine> (GetComponentsInChildren <FighterRoutine>()); foreach (FighterRoutine fr in m_routines) { fr.Init(Fighter, this); } allAttacks = new List <AttackInfo>(); foreach (AttackInfo ai in GetComponents <AttackInfo> ()) { if (ai.name != "sheath" && ai.name != "unsheath") { allAttacks.Add(ai); } } }
public virtual void Init(Fighter player, AIFighter fighter, FighterRoutine routine) { this.Player = player; this.Fighter = fighter; this.m_routine = routine; }
public override void Init(Fighter player, AIFighter fighter, FighterRoutine routine) { base.Init(player, fighter, routine); m_fighter = fighter.GetComponent <AIFighter> (); m_observer = fighter.GetComponent <Observer> (); }