// Start is called before the first frame update void Start() { Player = GameObject.FindGameObjectWithTag("Player"); Enemy = transform.root.gameObject; animator = Enemy.GetComponent <Animator>(); Canvas = GameObject.FindGameObjectWithTag("Canvas"); PSButton = Canvas.transform.Find("PistolShootButton").Find("PSButton"); lbbScript = PSButton.GetComponent <LiveBulletOnButton>(); Camera = GameObject.FindGameObjectWithTag("MainCamera"); lbScript = Camera.GetComponent <LiveBullet>(); agent = Enemy.GetComponent <NavMeshAgent>(); foundPlayer = false; warningPlayer = false; SetDestinationRandomly(); randomCountD1 = Random.Range(2f, 4f); //Battle時に移動する時間 randomCountD2 = Random.Range(2f, 5f); //Battle時にアイドルする時間 randomCountF1 = Random.Range(2f, 4f); //発砲時のインターバル randomCountF2 = Random.Range(1f, 2.5f); //発砲時間 audioSources = transform.GetComponents <AudioSource>(); gocScript = GameObject.FindGameObjectWithTag("Goal").GetComponent <GoalObjectController>(); }
// Start is called before the first frame update void Start() { MainCamera = GameObject.Find("MainCamera"); lbScript = MainCamera.GetComponent <LiveBullet>(); Reload = GameObject.Find("Reload"); reloadImage = Reload.GetComponent <Image>(); finishReload = true; PistolReadySlider = GameObject.Find("PistolReadySlider"); prsSlider = PistolReadySlider.GetComponent <Slider>(); }
int layerMask = ~(1 << 9) & ~(1 << 2);//layer"Player"と"Ignoreraycast"以外に当たる("Playerには当たらない") // Start is called before the first frame update void Start() { MainCamera = GameObject.FindGameObjectWithTag("MainCamera"); lbScript = MainCamera.transform.GetComponent <LiveBullet>(); rigidBody = gameObject.transform.GetComponent <Rigidbody>(); initialPos = transform.position; if (lbScript.bulletRaycast) { BulletDirection = (lbScript.bulletHitInfo.point - transform.position).normalized; } else if (!lbScript.bulletRaycast) { Vector3 endOfBulletRaycast = MainCamera.transform.position + (MainCamera.transform.forward * lbScript.bulletRange); BulletDirection = (endOfBulletRaycast - transform.position).normalized; } transform.LookAt(transform.position + BulletDirection); earlyHitRaycast = Physics.Raycast(transform.position, BulletDirection, out earlyHitInfo, earlyHitRange, layerMask); }