void Start()
        {
            _MyProperty = gameObject.GetComponent <Ctrl_BaseEnemy_Prop_Old>(); //得到本身属性
            _MyAI       = gameObject.GetComponent <Ctrl_SkeletonWarrior_AI_Old>();
            _MyAnimator = gameObject.GetComponent <Animator>();                //得到动画状态机
            goHero      = GameObject.FindGameObjectWithTag(Tag.Tag_Player);
            _cc         = this.gameObject.GetComponent <CharacterController>();

            if (goHero)
            {
                _HeroProperty = goHero.GetComponent <Ctrl_HeroProperty>();                  //得到英雄的属性脚本
            }
        }
示例#2
0
        private void Start()
        {
            //得到主角
            _GoHero = GameObject.FindGameObjectWithTag(Tag.Tag_Player);
            //当前范围
            _MyTransform = this.gameObject.transform;
            //得到“属性”实例
            _MyProperty = this.gameObject.GetComponent <Ctrl_BaseEnemy_Prop_Old>();
            _MyAnimator = this.gameObject.GetComponent <Animator>();
            //得到角色控制器
            _cc = this.gameObject.GetComponent <CharacterController>();

            //确定个体差异性参数
            FloMinIdleDist = UnityHelper.GetInstance().GetRandomNum(5, 10);
            FloThinkTime   = UnityHelper.GetInstance().GetRandomNum(1, 4);

            ////这个两个协程应该只在自然状态(例如,非受伤)下进行
            ////如果不是则结束,如果又是则重新开始

            ////开始思考协程
            //StartCoroutine("ThinkProcess");
            ////开始移动协程
            //StartCoroutine("MovingProcess");
        }