void Start() { m_sight = gameObject.GetComponentInChildren<ToySight>(); m_enemyAnimator = gameObject.GetComponent<Animator>(); m_enemyAudio = gameObject.GetComponent<AudioSource>(); // Randomize characteristics m_lifePoints = Random.Range(1, 5); ml_actionSounds = new Dictionary<string, AudioClip>(); ml_actionSounds["Hurt1"] = Resources.Load("Audio/scream1") as AudioClip; ml_actionSounds["Hurt2"] = Resources.Load("Audio/scream2") as AudioClip; ml_actionSounds["Running"] = Resources.Load("Audio/running") as AudioClip; ml_actionSounds["Attack"] = Resources.Load("Audio/scream3") as AudioClip; ml_actionSounds["Die1"] = Resources.Load("Audio/explo3") as AudioClip; ml_actionSounds["Die2"] = Resources.Load("Audio/explo4") as AudioClip; ml_actionSounds["Die3"] = Resources.Load("Audio/explo5") as AudioClip; // Special pro-feature hasLanded += landing; }
void Start() { m_sight = gameObject.GetComponentInChildren<ToySight>(); m_enemyAnimator = gameObject.GetComponent<Animator>(); m_enemyAudio = gameObject.GetComponent<AudioSource>(); // Randomize characteristics m_lifePoints = Random.Range(1, 5); m_chaseSpeed = Random.Range(0.3f, 0.5f); // Not to slow, not too fast :D m_chaseWaitTime = Random.Range(1.8f, 2.1f); ml_actionSounds = new Dictionary<string, AudioClip>(); ml_actionSounds["Hurt1"] = Resources.Load("Audio/scream1") as AudioClip; ml_actionSounds["Hurt2"] = Resources.Load("Audio/scream2") as AudioClip; ml_actionSounds["Running"] = Resources.Load("Audio/running") as AudioClip; ml_actionSounds["Attack"] = Resources.Load("Audio/scream3") as AudioClip; ml_actionSounds["Die1"] = Resources.Load("Audio/explo3") as AudioClip; ml_actionSounds["Die2"] = Resources.Load("Audio/explo4") as AudioClip; ml_actionSounds["Die3"] = Resources.Load("Audio/explo5") as AudioClip; }