private void Start() { m_Cam = Camera.allCameras[0].transform; m_Character = GetComponent<ThirdPersonCharacter>(); anim = GetComponent<Animator>(); playerPos = transform.position; }
private void Start() { agent = GetComponentInChildren<NavMeshAgent>(); character = GetComponent<ThirdPersonCharacter>(); agent.updateRotation = false; agent.updatePosition = true; }
private bool m_Jump; // the world-relative desired move direction, calculated from the camForward and user input. private void Start() { // get the third person character ( this should never be null due to require component ) m_Character = GetComponent<ThirdPersonCharacter>(); }
private void Start() { m_moveEnabled = true; // get the third person character ( this should never be null due to require component ) m_character = GetComponent<ThirdPersonCharacter>(); player = GameObject.FindGameObjectWithTag("Player").transform; }
IEnumerator _CrossDoor(UnityStandardAssets.Characters.ThirdPerson.ThirdPersonCharacter character) { fade.FadeIn(); while (fade.IsFading()) { yield return null; } Vector3 posicionDestino = _spawnPoint.transform.position; Vector3 rotacionDestino = _spawnPoint.transform.eulerAngles; agent.enabled = false; character.transform.position = posicionDestino; character.transform.eulerAngles = rotacionDestino; agent.enabled = true; SceneManager.UnloadSceneAsync(sceneToUnload); AsyncOperation ao = SceneManager.LoadSceneAsync(sceneToload, LoadSceneMode.Additive); while (!ao.isDone) { yield return null; } fade.FadeOut(); GameObject.Find("Button").GetComponent<Click>().GetPosicionActual(posicion); GameObject.Find("Sarah").GetComponent<AICharacterControl>().SetTarget(posicionDestino); }
IEnumerator _CrossDoor(UnityStandardAssets.Characters.ThirdPerson.ThirdPersonCharacter character) { fade.FadeIn(); while (fade.IsFading()) { yield return(null); } Vector3 posicionDestino = _spawnPoint.transform.position; Vector3 rotacionDestino = _spawnPoint.transform.eulerAngles; character.transform.position = posicionDestino; character.transform.eulerAngles = rotacionDestino; SceneManager.UnloadSceneAsync(sceneToUnload); AsyncOperation ao = SceneManager.LoadSceneAsync(sceneToload, LoadSceneMode.Additive); while (!ao.isDone) { yield return(null); } fade.FadeOut(); }
public Transform target; // target to aim for private void Start () { // get the components on the object we need ( should not be null due to require component so no need to check ) agent = GetComponentInChildren<NavMeshAgent>(); character = GetComponent<ThirdPersonCharacter>(); agent.updateRotation = false; agent.updatePosition = true; }
// Use this for initialization void Start() { healthPositionX = 15; healthPositionY = 15; player = GameObject.FindGameObjectWithTag ("Player"); controller = player.GetComponent <UnityStandardAssets.Characters.ThirdPerson.ThirdPersonCharacter>(); currentHealth = full; currentItems = noItems; }
// Use this for initialization void Start() { user = GetComponent <UnityStandardAssets.Characters.ThirdPerson.ThirdPersonUserControl>(); ai = GetComponent <UnityStandardAssets.Characters.ThirdPerson.AICharacterControl>(); character = GetComponent <UnityStandardAssets.Characters.ThirdPerson.ThirdPersonCharacter>(); crazy = false; checkingForNotMoveing = false; forceIn = false; }
private void Awake() { player = this;// инициализация синглтона rb = GetComponent <Rigidbody>(); firstCoroutOn = false; secondCoroutOn = false; thirdCoroutOn = false; character = GetComponent <UnityStandardAssets.Characters.ThirdPerson.ThirdPersonCharacter>(); }
/*public bool isMoving; * public float timer, timerBeforeTrigger;*/ public void Start() { playerRb = player.GetComponent <UnityStandardAssets.Characters.ThirdPerson.ThirdPersonCharacter>(); offsetRotation = transform.position; transform.LookAt(new Vector3(player.position.x, player.position.y + offsetVerticalFocus, player.position.z)); distance = Vector3.Distance(player.position, transform.position); //TODO: Change that startY = transform.position.y; }
void Start() { cursor = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <cursor>(); if (lisasimopson == null) { GameObject playerGO = GameObject.FindWithTag("Player"); lisasimopson = playerGO.GetComponent <UnityStandardAssets.Characters.ThirdPerson.ThirdPersonCharacter>(); } }
// Use this for initialization private void Start() { // get the components on the object we need ( should not be null due to require component so no need to check ) agent = GetComponentInChildren<NavMeshAgent>(); character = GetComponent<ThirdPersonCharacter>(); agent.updateRotation = false; agent.updatePosition = true; target = GameObject.FindGameObjectWithTag ("Nexus").transform; }
void Start() { agent = GetComponentInChildren <UnityEngine.AI.NavMeshAgent>(); character = GetComponent <UnityStandardAssets.Characters.ThirdPerson.ThirdPersonCharacter>(); agent.updateRotation = false; agent.updatePosition = true; animator = GetComponent <Animator>(); animator.SetBool("IsWaitingWithGift", true); animator.SetFloat("SpeedMovement", speedAnimation); }
private void Start() { if (Camera.main != null) { m_Cam = Camera.main.transform; } else { Debug.LogWarning( "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls."); } m_Character = GetComponent<ThirdPersonCharacter>(); }
void Start() { // get reference to interaction script interactionScript = thirdPersonController.GetComponent <Interaction>(); // get reference to the third person character controller in order to change the move speed multiplier variable. thirdPersonCharacterScript = thirdPersonController.GetComponent <UnityStandardAssets.Characters.ThirdPerson.ThirdPersonCharacter>(); // switch available dialogue circles SecondCircle.SetActive(false); BeginningCircle.SetActive(true); }
// Use this for initialization void Start() { thirdPersonController = gameObject.GetComponent <UnityStandardAssets.Characters.ThirdPerson.ThirdPersonCharacter>(); agent = GetComponent <UnityEngine.AI.NavMeshAgent>(); agent.updateRotation = false; agent.updatePosition = true; AICharControl = owner.GetComponent <UnityStandardAssets.Characters.ThirdPerson.AICharacterControl>(); SetDestination(); }
// Use this for initialization void Start() { drone = GameObject.FindGameObjectWithTag("Drone"); mainPlayer = GameObject.FindGameObjectWithTag("Player").GetComponent<ThirdPersonCharacter>(); audioSource = GetComponent<AudioSource>(); movementState = MOVEMENT_STATE.MOVING; cameraView = CAMERA_VIEW.PLAYER; health = maxHealth; bloodOverlay = imageOverlayObject.GetComponent<Image>(); SetHealth(100); }
// Use this for initialization void Start() { player = gameObject; drone = GameObject.FindGameObjectWithTag("Drone"); cam = GetComponentInChildren<Camera>(); DroneCAM = drone.GetComponentInChildren<Camera>(); mainCharacter = GetComponent<ThirdPersonCharacter>(); playerControl = mainCharacter.GetComponent<Player>(); screenFocus = mainCharacter.GetComponent<ScreenFocus>(); DroneCAM.enabled = false; }
private void Start() { // get the components on the object we need ( should not be null due to require component so no need to check ) agent = GetComponentInChildren <UnityEngine.AI.NavMeshAgent>(); character = GetComponent <UnityStandardAssets.Characters.ThirdPerson.ThirdPersonCharacter>(); agent.updateRotation = false; agent.updatePosition = true; animator = GetComponent <Animator>(); currentTarget = targets[0]; // isCurrentTaskComplited = false; }
// Use this for initialization private void Start() { agent = GetComponent <UnityEngine.AI.NavMeshAgent>(); character = GetComponent <UnityStandardAssets.Characters.ThirdPerson.ThirdPersonCharacter>(); agent.updateRotation = false; agent.updatePosition = true; shootingScript = GetComponent <ShootingScript>(); // Old find target, using field of view list now //StartCoroutine(FindTarget()); state = State.wander; timer = wanderTimer; }
private void Start() { // get the transform of the main camera if (Camera.main != null) { m_Cam = Camera.main.transform; } else { Debug.LogWarning( "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls."); // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them! } // get the third person character ( this should never be null due to require component ) m_Character = GetComponent<ThirdPersonCharacter>(); }
private bool m_Jump; // the world-relative desired move direction, calculated from the camForward and user input. private void Start() { // get the transform of the main camera if (Camera.main != null) { m_Cam = Camera.main.transform; } else { Debug.LogWarning( "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.", gameObject); // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them! } // get the third person character ( this should never be null due to require component ) m_Character = GetComponent <ThirdPersonCharacter>(); }
private void Start() { _camera = Camera.main; _agent = GetComponent <NavMeshAgent>(); _character = GetComponent <ThirdPersonCharacter>(); _path = new NavMeshPath(); _startPoint = transform.position; _concatArray = new Vector3[0]; _points = new Queue <Vector3>(); _currentPoint = new Queue <GameObject>(); _lineRenderer = new GameObject("LineRenderer").AddComponent <LineRenderer>(); _lineRenderer.startWidth = 0.1F; _lineRenderer.endWidth = 0.1F; _lineRenderer.material = new Material(Shader.Find("Mobile/Particles/Additive")); _lineRenderer.startColor = _colorRed; _lineRenderer.endColor = _colorGreen; }
private void OnTriggerEnter(Collider other) { _isHealing = true; ThirdPersonCharacter player = other.gameObject.GetComponent <ThirdPersonCharacter>(); if (player != null) { if (Repeating) { StartCoroutine(Heal(player, healRepeatRate)); } else { player.Heal(healAmount); } } }
// Use this for initialization void Start() { agent = GetComponent <NavMeshAgent>(); character = GetComponent <ThirdPersonCharacter>(); agent.updatePosition = true; agent.updateRotation = false; state = EnemyAI.State.PATROL; mask = LayerMask.GetMask("Player"); player = GameObject.FindWithTag("Player"); awaken = false; anim.SetBool("isDead", true); gas.SetActive(false); lightHelmet.SetActive(false); timeAlive = 1; hasRespawn = false; timer = giveUpTimer; awakenTimer = 2f; }
public float sightDist = 18.5f; //How far out the raycast is that the guard can see to detect to chase a player //use this for initialization void Start() { agent = GetComponent <NavMeshAgent> (); character = GetComponent <ThirdPersonCharacter> (); agent.updatePosition = true; agent.updateRotation = false; //Gets all of the cubes which are tagged waypoint. The guard will randomly patrol between these points waypoints = GameObject.FindGameObjectsWithTag("waypoint"); waypointInd = Random.Range(0, waypoints.Length); //Randomly choose a starting waypoint state = enemySight.State.PATROL; alive = true; heightMultiplier = 1.36f; //Place the raycast at the guard's eyes //StartCoroutine ("FSM"); }
// Start is called before the first frame update void Start() { terminalActive = false; bm = FindObjectOfType <ButtonManager>(); rb = GetComponentInParent <Rigidbody>(); tpc = GetComponentInParent <UnityStandardAssets.Characters.ThirdPerson.ThirdPersonCharacter>(); tpuc = GetComponentInParent <UnityStandardAssets.Characters.ThirdPerson.ThirdPersonUserControl>(); parent = GameObject.FindGameObjectWithTag("Player"); gm = GameObject.FindGameObjectWithTag("GameManager").GetComponent <GameManager>(); //iZone = GetComponentInChildren<BoxCollider>(); a = gameObject.AddComponent <AudioSource>(); //smr = GetComponentInParent<SkinnedMeshRenderer>(); interactText = GameObject.FindGameObjectWithTag("InteractUI").GetComponent <Text>(); interactText.enabled = false; //iZone.enabled = true; }
// Use this for initialization void Start() { agent = GetComponent<NavMeshAgent>(); character = GetComponent<ThirdPersonCharacter>(); // randomizing the points waypoints = GameObject.FindGameObjectsWithTag("Waypoints"); wayPointInd = Random.Range(0,waypoints.Length); agent.updatePosition = true; agent.updateRotation = false; state = EnemySight1.State.PATROL; alive = true; //Start StateMachine StartCoroutine("StateMachine"); heightMultiplier = 1.36f; }
private bool m_Jump; // the world-relative desired move direction, calculated from the camForward and user input. private void Start() { // get the transform of the main camera if (m_Cam == null) { if (Camera.main != null) { m_Cam = Camera.main.transform; } else { Debug.LogWarning("Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls."); } } // get the third person character ( this should never be null due to require component ) m_Character = GetComponent <ThirdPersonCharacter>(); }
// Use this for initialization void Awake() { enemySight = GetComponent<EnemySight2>(); nav = GetComponent<NavMeshAgent>(); player = GameObject.FindGameObjectWithTag("Player").transform; audioSource = GetComponent<AudioSource>(); globalLastPlayerSighting = GameObject.FindGameObjectWithTag("GM").GetComponent<LastPlayerSighting>(); character = GetComponent<ThirdPersonCharacter>(); playerScript = player.GetComponent<Player>(); nav.updatePosition = true; nav.updateRotation = false; currentState = AI_STATE.PATROLLING; animator = GetComponent<Animator>(); nextShotDelay = 0.0f; }
void Start() { agent = GetComponent<NavMeshAgent>(); character = GetComponent<ThirdPersonCharacter>(); agent.updatePosition = true; agent.updateRotation = false; waypoints = GameObject.FindGameObjectsWithTag("Node"); waypointInd = UnityEngine.Random.Range(0, waypoints.Length); //Might need System for Random playerCollider = player.GetComponent<Collider>(); state = enemyScript.State.PATROL; alive = true; heightMultiplier = 1.4f; }
private void Start() { PV = GetComponent <PhotonView>(); m_character = GetComponent <ThirdPersonCharacter>(); m_control = GetComponent <ThirdPersonUserControl>(); GMS = GetComponentInChildren <GameModeSystem>(); if (PV.IsMine) { Interface_UI_3.SetActive(true); PhotonID_User = PV.ViewID; PV.RPC("SetName", RpcTarget.All); } else { GMS.enabled = false; } }
private void Start() { // get the components on the object we need ( should not be null due to require component so no need to check ) agent = GetComponentInChildren <UnityEngine.AI.NavMeshAgent>(); character = GetComponent <ThirdPersonCharacter>(); agent.updateRotation = false; agent.updatePosition = true; hidespots = GameObject.FindGameObjectsWithTag("hidespot"); agent.SetDestination(getrandomtarget()); curtime = Time.time; curtime1 = Time.time; InvokeRepeating("OnTriggerEnter", 1.0f, 2.0f); InvokeRepeating("HitByRay", 1.0f, 2.0f); }
// Start is called before the first frame update void Start() { agent = GetComponent <NavMeshAgent>(); character = GetComponent <ThirdPersonCharacter>(); agent.updatePosition = true; agent.updateRotation = false; waypoints = GameObject.FindGameObjectsWithTag("waypoint"); waypointIND = Random.Range(0, waypoints.Length); state = enemySightAI.State.PATROL; alive = true; heightMultiplier = 1.36f; StartCoroutine("FSM"); }
// Use this for initialization void Start() { agent = GetComponent <NavMeshAgent>(); agent.baseOffset = 0; agent.height = 2f; character = GetComponent <ThirdPersonCharacter>(); agent.updatePosition = true; agent.updateRotation = false; wayPoints = GameObject.FindGameObjectsWithTag("WayPoint"); wayPointIndex = Random.Range(0, wayPoints.Length); state = State.PATROL; alive = true; StartCoroutine("FSM"); // FSM? final state machine }
private void Start() { // get the components on the object we need ( should not be null due to require component so no need to check ) agent = GetComponentInChildren <NavMeshAgent>(); character = GetComponent <ThirdPersonCharacter>(); player = GameObject.FindGameObjectWithTag("Player"); activeTargetIndex = 0; activeTarget = targets [activeTargetIndex]; coolingDown = gunCoolDown; if (activeTarget != null) { agent.SetDestination(activeTarget.position); } agent.updateRotation = false; agent.updatePosition = true; }
// Use this for initialization void Start() { agent = GetComponent<NavMeshAgent>(); character = GetComponent<ThirdPersonCharacter>(); // randomizing the points //waypoints = GameObject.FindGameObjectsWithTag("Waypoints"); //wayPointInd = Random.Range(0, waypoints.Length); PlayerColl = player.GetComponent<Collider>(); lastPlayerSighting = GameObject.FindGameObjectWithTag("GM").GetComponent<LastPlayerSighting>(); //EAS = GameObject.FindGameObjectWithTag("GM").GetComponent<EnemyAlertSys>(); personalLastSighting = lastPlayerSighting.resetPosition; agent.updatePosition = true; agent.updateRotation = false; state = CameraScript.State.PATROL; alive = true; Detected = false; //Start StateMachine StartCoroutine("StateMachine"); }
private void Start() { // get the components on the object we need ( should not be null due to require component so no need to check ) agent = GetComponentInChildren <UnityEngine.AI.NavMeshAgent>(); character = GetComponent <ThirdPersonCharacter>(); agent.updateRotation = false; agent.updatePosition = true; if (isHisTurn) { Debug.Log("Its My Turn"); whoseTurn = transform; } else { //Move Randomly } }
private void Start() { // get the components on the object we need ( should not be null due to require component so no need to check ) agent = GetComponentInChildren <UnityEngine.AI.NavMeshAgent>(); character = GetComponent <ThirdPersonCharacter>(); agent.updateRotation = false; agent.updatePosition = true; if (target == null) { targets = GameObject.FindGameObjectsWithTag("Player"); if (targets != null) { target = targets[0].transform; } } }
private void FindClosestTarget() { GameObject[] players = GameObject.FindGameObjectsWithTag("Player"); if (players.Length > 0) { float minDistance = Vector3.Distance(players[0].transform.position, gameObject.transform.position); Transform currentTarget = null; foreach (GameObject player in players) { float tmp = Vector3.Distance(player.transform.position, gameObject.transform.position); ThirdPersonCharacter thirdPersonCharacter = player.GetComponent <ThirdPersonCharacter>(); if (tmp <= minDistance && !thirdPersonCharacter.m_Dead) { minDistance = tmp; currentTarget = player.transform; } } this.SetTarget(currentTarget); } }
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player").transform; //---------------------------- agent = GetComponent <NavMeshAgent>(); character = GetComponent <ThirdPersonCharacter>(); agent.updatePosition = true; agent.updateRotation = false; // set your initial state state = basicAI.State.PATROL; alive = true; //Start FSM StartCoroutine("FSM"); }
private void GameOver() { Debug.Log("You are dead"); // Update best score if (File.Exists(Application.persistentDataPath + bestScoreFileName)) { string currentBestScore = File.ReadAllText(Application.persistentDataPath + bestScoreFileName); Text textLabel = null; UnityStandardAssets.Characters.ThirdPerson.ThirdPersonCharacter thirdPerson = gameObject.GetComponent <UnityStandardAssets.Characters.ThirdPerson.ThirdPersonCharacter>(); if (thirdPerson != null) { thirdPerson.m_MoveSpeedMultiplier = 0; thirdPerson.m_AnimSpeedMultiplier = 0; Transform child = MessageBox.transform.Find("InfoTextLabel"); textLabel = child.GetComponent <Text>(); } if (int.Parse(currentBestScore) < collectedPoints) { File.WriteAllText(Application.persistentDataPath + bestScoreFileName, collectedPoints.ToString()); if (textLabel != null) { textLabel.text = "Brawo! Właśnie pobiłeś rekord gry! Spróbuj swoich sił jeszcze raz :)"; MessageBox.SetActive(true); } } else { if (textLabel != null) { textLabel.text = "Koniec gry! Niestety nie udało Ci się pobić rekordu. Spróbuj swoich sił jeszcze raz :)"; MessageBox.SetActive(true); } } } //Debug.Log("return to menu"); // SceneManager.LoadScene("MainMenu"); }
private void Start() { target = GameObject.FindWithTag("Player").transform; hearing_radius = Resources.Load <GameObject>("Cylinder"); wander_target = RandomNavSphere(transform.position, 10, -1); floor = GameObject.FindWithTag("Floor"); if (blind) { hearing_radius = Instantiate(hearing_radius); hearing_radius.transform.localScale = new Vector3(hearing_distance, .0000001f, hearing_distance); hearing_radius.transform.position = new Vector3(hearing_radius.transform.position.x, floor.transform.position.y + .000000001f - 0.15f, hearing_radius.transform.position.z); } // get the components on the object we need ( should not be null due to require component so no need to check ) agent = GetComponentInChildren <UnityEngine.AI.NavMeshAgent>(); character = GetComponent <ThirdPersonCharacter>(); agent.updateRotation = false; agent.updatePosition = true; height = 1.36f; }
// Use this for initialization void Start () { anim = GetComponentInChildren<Animator>(); deltaPosition = transform.position; agent = GetComponentInChildren<NavMeshAgent>(); character = GetComponent<ThirdPersonCharacter>(); GameObject playerObject = GameObject.FindWithTag("Player") as GameObject; player = playerObject.transform; agent.updateRotation = true; agent.updatePosition = true; agent.speed = moveSpeed; lastSeen = transform; //initial setup for timer (to be initialized depending on weapon) shootTimer = gunTimer; setWeapon (weapon); }
private void Start() { if (isLocalPlayer) { GetComponentInChildren (typeof(Camera)).gameObject.SetActive (true); } else { GetComponentInChildren (typeof(Camera)).gameObject.SetActive (false); } // get the transform of the main camera if (Camera.main != null) { m_Cam = Camera.main.transform; } else { Debug.LogWarning( "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.", gameObject); // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them! } // get the third person character ( this should never be null due to require component ) m_Character = GetComponent<ThirdPersonCharacter>(); }
private void Start() { // Disable if character not owned by client NetworkIdentity n_identity = GetComponent<NetworkIdentity>(); if (n_identity != null && !n_identity.isLocalPlayer) { enabled = false; } // get the transform of the main camera if (Camera.main != null) { m_Cam = Camera.main.transform; } else { Debug.LogWarning( "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls."); // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them! } // get the third person character (this should never be null due to require component) m_Character = GetComponent<ThirdPersonCharacter>(); }
// Use this for initialization void Start() { agent = GetComponent<NavMeshAgent>(); character = GetComponent<ThirdPersonCharacter>(); body = GetComponentInChildren<SkinnedMeshRenderer>(); GameObject bar = GameObject.Find("Bar"); emplacementbar = bar.transform; GameObject mirror = GameObject.Find("Mirror1"); emplacementmirror = mirror.transform; GameObject dancefloor = GameObject.Find("Dancefloor"); emplacementpiste = dancefloor.transform; tables = new GameObject[8]; GameObject table1 = GameObject.Find("Sofa1"); GameObject table2 = GameObject.Find("Sofa2"); GameObject table3 = GameObject.Find("Sofa3"); GameObject table4 = GameObject.Find("Sofa4"); GameObject table5 = GameObject.Find("Sofa5"); GameObject table6 = GameObject.Find("Sofa6"); GameObject table7 = GameObject.Find("Sofa7"); GameObject table8 = GameObject.Find("Sofa8"); tables[0] = table1; tables[1] = table2; tables[2] = table3; tables[3] = table4; tables[4] = table5; tables[5] = table6; tables[6] = table7; tables[7] = table8; //emplacementtable = table.transform; }
private void Start() { var cam = GameObject.FindWithTag("MainCamera"); // get the transform of the main camera if (cam != null) { m_Cam = cam.transform; } else { Debug.LogWarning( "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls."); // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them! } // get the third person character ( this should never be null due to require component ) m_Character = GetComponent<ThirdPersonCharacter>(); //make the character spawn on a road //var road = GameObject.FindGameObjectsWithTag("Road").GetRandomValue().transform.position; //transform.position = road; }
private void Start() { m_Character = GetComponent<ThirdPersonCharacter>(); boneSpawner = GameObject.FindGameObjectWithTag("boneSpawner"); }
// Use this for initialization private void Start() { // get the components on the object we need ( should not be null due to require component so no need to check ) agent = GetComponentInChildren<NavMeshAgent>(); character = GetComponent<ThirdPersonCharacter>(); agent.updateRotation = false; frozen = false; ghoulDead = false; agent.updatePosition = true; player = GameObject.Find("Auron").transform; baseCar = GameObject.Find("baseCar").transform; target = player; InvokeRepeating("checkDistances", 0, 1.0f); }
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag ("Player"); controller = player.GetComponent <UnityStandardAssets.Characters.ThirdPerson.ThirdPersonCharacter>(); playerInTerritory = false; hasPlayerItems = false; paused = false; agent = GetComponent<NavMeshAgent> (); agent.destination = waypoints [waypointCounter].position; }
private void Start() { player = playerObject.tag; multiString = PlayerPrefs.GetString ("MultiBool"); if (multiString.Equals ("True")) { multi = true; } else { multi = false; } // get the transform of the main camera if (Camera.main != null) { m_Cam = Camera.main.transform; } else { Debug.LogWarning( "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls."); // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them! } // get the third person character ( this should never be null due to require component ) m_Character = GetComponent<ThirdPersonCharacter>(); }
void Awake() { mainPlayer = GameObject.FindGameObjectWithTag("Player").GetComponent<ThirdPersonCharacter>(); playerControl = mainPlayer.GetComponent<Player>(); Drone = GetComponent<GameObject>(); }
void Start () { slow = GetComponent<UnityStandardAssets.Characters.ThirdPerson.ThirdPersonCharacter>(); }
// Use this for initialization private void Start() { // get the components on the object we need ( should not be null due to require component so no need to check ) agent = GetComponentInChildren<NavMeshAgent>(); character = GetComponent<ThirdPersonCharacter>(); agent.updateRotation = false; agent.updatePosition = true; m_Animator = GetComponent<Animator>(); myHealth = GetComponent<EnemyHealth> (); target = GameObject.FindWithTag ("Player").GetComponent<Transform>(); StartCoroutine(NewHeading()); }