void Start() { Agent = GetComponent<NavMeshAgent>(); Attack = GetComponent<EnemyAttack>(); _enemyCharacter = GetComponent<EnemyCharacter>(); _health = _enemyCharacter.GetComponent<EnemyHealth>(); }
void Start() { Health = Player.GetComponent<Health>(); _animator = GetComponent<Animator>(); _enemyHealth = GetComponent<EnemyHealth>(); _timeBetweenAttacks = AnimationClip.length; _timer = _timeBetweenAttacks; Initialize(); }
// 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; }
private void Awake() { _players = GameObject.FindGameObjectsWithTag("Player"); _enemyHealth = GetComponent <EnemyHealth>(); _anim = GetComponent <Animator> (); }