- Home /
 
               Question by 
               TheShadyColombian · Aug 30, 2014 at 07:57 PM · 
                prefabinspector  
              
 
              Enemy prefab's script won't keep inspector-applied settings.

i need the highlighted part to be set as the player, preferably using "void start", what would i need to put inside?
 using UnityEngine;
 using System.Collections;
 
 public class ExperimentalEnemy : MonoBehaviour {
 
         public Transform target; 
         public int moveSpeed; 
         public float rotationSpeed; 
         public float noChaseRange = 31.5f;
         public int HitBoxRadius;
         public ExperimentalDeath Damage;
         public float Health = 10f;
         private Transform myTransform;
         public GameObject Char;
         public Animator EnemyAnim;
         public GameObject PoofEmmiter;
         public bool isDead;
         void Awake() {
             myTransform = transform;
         }
         
         // Use this for initialization
         void Start () {
 
             GameObject go = GameObject.Find("MonstercatChar");
             
             target = go.transform;
 
             isDead = false;
 
             GameObject Char = GameObject.Find("MonstercatChar"); 
 
             ExperimentalDeath Damage = Char.GetComponent<ExperimentalDeath>();
 
             HitBoxRadius = 35;
 
     }
     
     // Update is called once per frame
         void Update () {
 
             if (Health < 0.1) {    
 
                 isDead = true;
 
                 EnemyDie ();
             }
             Debug.DrawLine(target.position, myTransform.position, Color.blue);
 
             if (isDead == true){
 
                 Health = 0F;
 
                 Destroy (collider);
 
                 if(Random.Range(0f, 20f)< 1){
 
                     Instantiate (PoofEmmiter, transform.position, transform.rotation);
 
                 }
 
             }
             
             if (isDead != true){
 
                 //Look at target
 
 
                 transform.LookAt(target.position);
 
 
                 if(Vector3.Distance(target.position, myTransform.position) > noChaseRange) {
                     //Move towards target    
 
                     myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
                 }
                 
                 if(Vector3.Distance(target.position, myTransform.position) < HitBoxRadius) {
                     Damage.DamageChar(Random.Range(0.01F, 0.2F));
                     Debug.Log ("Is Damaging " + Char);
                 }
             }
 
         }
  
     public void EnemyDamage (float amount) {
         Health -= amount;
     }
 
     public void EnemyDie () {
 
         //if(Random.Range(0f, 10f)< 1){
         //}
             Destroy (gameObject, 2F);
             EnemyAnim.SetBool ("Die", true);
     }
 
     void OnTriggerEnter (Collider other){
         if (other.gameObject == GameObject.FindGameObjectWithTag ("Bullet")){
             EnemyDamage(Random.Range(0.1F, 0.2F));
             Destroy (other);
         }
     }
 
 }
 
                 
                screen shot 2014-08-30 at 3.48.29 pm.png 
                (56.2 kB) 
               
 
              
               Comment
              
 
               
              Your answer
 
 
             Follow this Question
Related Questions
Set variable in prefab to not set to prefab 0 Answers
The name 'Joystick' does not denote a valid type ('not found') 2 Answers
How to set a default prefab on a C# script? 1 Answer
Is an object created when dragging a prefab to a GameObject script field 1 Answer
Assign object in hierarchy as public variable in prefab 1 Answer
 koobas.hobune.stream
koobas.hobune.stream 
                       
                
                       
			     
			 
                