void changeTarget() { TargetHelth = Target.GetComponent <charHealth>(); TargetCharMove = Target.GetComponent <charMove>(); TargetFightManager = Target.GetComponent <fightmanager2>(); SelfHelth = GetComponent <charHealth>(); SelfWayPoints = GetComponent <charWayPoints>(); SelfCharMove = GetComponent <charMove>(); SelfFightManager = GetComponent <fightmanager2>(); }
void Start() { CM = GetComponent <charMove>(); CGT = GetComponent <charGoTo>(); SV = GetComponent <serializedVector>(); CWP = GetComponent <charWayPoints>(); SWP = GetComponent <serializedWayPoints>(); _doStartGoToWayPoints(wayPoints, wayPointsCurrsor); }
void Start() { CM = GetComponent <charMove>(); PC = GetComponent <playerControll>(); SV = GetComponent <serializedVector>(); CPM = GetComponent <charPhisicalMove>(); CCs = GetComponent <charCollision>(); SV._doBegin(); CPM._doBegin(); CCs._doBegin(); }
void Start() { CM = GetComponent <charMove>(); CC = GetComponent <charControll>(); SV = GetComponent <serializedVector>(); }
private void Start() { CM = GetComponent <charMove>(); AC = GetComponent <Animation_char>(); FM = GetComponent <fightmanager2>(); }
// Use this for initialization void Start() { player = FindObjectOfType <charMove>(); isFollowing = true; }