private void Start() { follow = gameObject.AddComponent <FollowTarget>(); back = gameObject.AddComponent <ReturnMove>(); follow.Init(AI, target, speed, attackRange - 1); back.init(AI, spawnPos, speed); damageCheck = transform.GetChild(0).gameObject; anim.SetInteger("state", 0); }
private void Start() { startPos = transform.position; follow = gameObject.AddComponent <FollowTarget>(); back = gameObject.AddComponent <ReturnMove>(); follow.Init(AI, target, speed, 0); back.init(AI, startPos, speed); weapon.GetComponent <WepCol>().setAtk(atk); }
protected override void Awake() { base.Awake(); hp = maxHp = 60; atk = 55; def = 10.0f; AI.enabled = false; follow = gameObject.AddComponent <FollowTarget>(); follow.Init(AI, target, speed, 0); weapon.GetComponent <WepCol>().setAtk(atk); }
private void Start() { //Goblin Move pattern //observe = gameObject.AddComponent<ObservingMove>(); follow = gameObject.AddComponent <FollowTarget>(); back = gameObject.AddComponent <ReturnMove>(); weapon.GetComponent <WepCol>().setAtk(atk); follow.Init(AI, target, speed, 0); back.init(AI, startPos, speed); anim.SetInteger("state", 0); anim.SetInteger("atkType", 0); }
void Start() { //Goblin Move pattern follow = gameObject.AddComponent <FollowTarget>(); viewAngle = gameObject.AddComponent <ViewingAngle>(); returnToHome = gameObject.AddComponent <ReturnMove>(); weapon.GetComponent <AxColision>().SetDamage(atk); follow.Init(AI, target, speed, 0); returnToHome.init(AI, startPos, speed); anim.SetInteger("state", 0); }
protected override void Awake() { base.Awake(); //startPos = transform.position; hp = maxHp = 30; atk = 35; def = 5.0f; follow = gameObject.AddComponent <FollowTarget>(); follow.Init(AI, target, speed, attackRange); AI.enabled = false; weapon.GetComponent <AxColision>().SetDamage(atk); anim.SetInteger("state", 0); }