private void Awake() { playerBehaviour = this; playerAnimator = GetComponent <Animator>(); playerAudioSource = GetComponent <AudioSource>(); GroudedCollider = GetComponent <CapsuleCollider>(); animationHash = GetComponent <AnimationHash>(); playerRigidbody = GetComponent <Rigidbody>(); particleManager = GetComponent <ParticleManager>(); attackSystem = GetComponent <AttackSystem>(); gravity = GetComponent <Gravity>(); damageCollider = GetComponent <CapsuleCollider>(); objectPoolManager = GetComponent <ObjectPoolManager>(); getHitComponent = GetComponent <GetHitComponent>(); PlayerShader.enabled = false; gameStageData = GameFacade.GetInstance().gameStageData; playerController = GameFacade.GetInstance().playerController; playerParameter = gameStageData.CurPlayerStageData.playerData.playerParameter; playerData = gameStageData.CurPlayerStageData.playerData; floorMask = LayerMask.GetMask("Floor"); playerState = PlayerState.Move; ForceMove = false; canfall = true; canTriggerFallingCoroutine = true; CreateWeapon(); }
// public AudioClip DamageClip; private void Awake() { navMeshAgent = GetComponent <NavMeshAgent>(); animator = GetComponent <Animator>(); attackSystem = GetComponent <AttackSystem>(); objectPoolManager = GetComponent <ObjectPoolManager>(); getHitComponent = GetComponent <GetHitComponent>(); particleManager = GetComponent <ParticleManager>(); capsuleCollider = GetComponent <CapsuleCollider>(); enemyInfo = enemyData.enemyInfo; CreatAttackDisInfoCollection(); }
private void Awake() { EnemyAnimator = GetComponent <Animator>(); enemyController = this; EnemyNav = GetComponent <NavMeshAgent>(); DamageCollider = GetComponent <CapsuleCollider>(); audiosource = GetComponent <AudioSource>(); particleManager = GetComponent <ParticleManager>(); getHitComponent = GetComponent <GetHitComponent>(); Attack_L_Collider.SetActive(false); Attack_R_Collider.SetActive(false); TriggerNextAttack = false; // Player = GameObject.FindGameObjectWithTag("Player").gameObject; }