protected override void OnStart() { _animatorComp = GetComponent <Animator>(); _sceneCharacter = GetComponent <SceneCharacter>(); _mover = new NPCMover(this, GetComponent <UnitPathfinder>(), GetComponent <CorvoPathFinder>()); _attacker = new NPCAttacker(this); TheBrain = new NPCAI(Type, _sceneCharacter.TheCharacter, this, _mover, _attacker); _internalTimer = 0; }
public NPCAI(string aType, LivingCharacter aCharacter, SceneNPC aSceneNPC, NPCMover aMover, NPCAttacker anAttacker) { Config = FPPGame.FPPGameModuleManager.Instance.FindEnemyData(aType); _character = aCharacter; _thinkingTimer = 0; _bodyStayTimer = 0; _firstUpdate = true; _sceneNPC = aSceneNPC; _attacker = anAttacker; _mover = aMover; try { CurrentAttidude = (Attidude)Enum.Parse(typeof(Attidude), (string)Config["baseAttidude"]); } catch (Exception) { CurrentAttidude = Attidude.Neutral; } }