void Start() { _robot0Behaviour = _enemyRobots[0].GetComponent <EnemyRobotBehaviour>(); _robot1Behaviour = _enemyRobots[1].GetComponent <EnemyRobotBehaviour>(); _gunPickupScript = this.gameObject.GetComponent <GunPickupScript>(); _animator = this.gameObject.GetComponent <Animator>(); _characterBehaviourScript = this.gameObject.GetComponent <CharacterBehaviourScript>(); _charController = this.gameObject.GetComponent <CharacterController>(); _aDSCamera.SetActive(false); }
//OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { _gunPickupScript = animator.gameObject.GetComponent <GunPickupScript>(); }