示例#1
0
        void Start()
        {
            Agent = GetComponent<NavMeshAgent>();
            Attack = GetComponent<EnemyAttack>();

            _enemyCharacter = GetComponent<EnemyCharacter>();
            _health = _enemyCharacter.GetComponent<EnemyHealth>();
        }
示例#2
0
        void Start()
        {
            Agent  = GetComponent <NavMeshAgent>();
            Attack = GetComponent <EnemyAttack>();

            _enemyCharacter = GetComponent <EnemyCharacter>();
            _health         = _enemyCharacter.GetComponent <EnemyHealth>();
        }
        // Use this for initialization
        void Start()
        {
            _agent = GetComponent<NavMeshAgent>();
            _character = GetComponent<EnemyCharacter>();
            _health = _character.GetComponent<EnemyHealth>();

            // Time between an attack is the length of time it takes for the animation to complete
            // This is divided by 2 here because the Attacking state doubles the speed of the animation, so that needs to be adjusted here too
            _timeBetweenAttack = (AttackAnimation.length / 2) / 4f;

            _agent.updateRotation = false;
            _agent.updatePosition = true;
        }
示例#4
0
        // Use this for initialization
        void Start()
        {
            _agent     = GetComponent <NavMeshAgent>();
            _character = GetComponent <EnemyCharacter>();
            _health    = _character.GetComponent <EnemyHealth>();

            // Time between an attack is the length of time it takes for the animation to complete
            // This is divided by 2 here because the Attacking state doubles the speed of the animation, so that needs to be adjusted here too
            _timeBetweenAttack = (AttackAnimation.length / 2) / 4f;

            _agent.updateRotation = false;
            _agent.updatePosition = true;
        }