void Start() { cRigid = GetComponent <Rigidbody>(); cAcc = GetComponent <PRAC_AI_Acc>(); cAth = GetComponent <PRAC_Ath>(); cTackleBox.gameObject.SetActive(false); }
void Awake() { cRigid = GetComponent <Rigidbody>(); cAcc = GetComponent <PRAC_AI_Acc>(); cCatcher = GetComponent <AI_CatchHandling>(); cAud = GetComponentInChildren <AD_Athletes>(); mState = PRAC_ATH_STATE.SPRE_SNAP; }
private void Awake() { cRigid = GetComponent <Rigidbody>(); cCatchLog = GetComponent <RP_CatchLog>(); cCatchRadius = GetComponentInChildren <TRG_Catch>(); cAcc = GetComponent <PRAC_AI_Acc>(); cAth = GetComponent <PRAC_Ath>(); mState = STATE.S_BLIND; }
// Maybe have this as a function that we call. void Start() { cRigid = GetComponent <Rigidbody>(); cAth = GetComponent <PRAC_Ath>(); cAcc = GetComponent <PRAC_AI_Acc>(); cCatchLog = GetComponent <RP_CatchLog>(); if (cAth.mJob.mRole == "Zone") { mZoneSpot = IO_ZoneList.FLOAD_ZONE_BY_NAME(cAth.mJob.mDetail).mSpot; mZoneSpot.z = mZoneSpot.y; mZoneSpot.y = 0f; PLY_SnapSpot snap = FindObjectOfType <PLY_SnapSpot>(); mZoneSpot += snap.transform.position; } mState = STATE.S_GETTING_TO_SPOT; }
private void Start() { cRigid = GetComponent <Rigidbody>(); cAcc = GetComponent <PRAC_AI_Acc>(); }