update 1.2.0
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@@ -27,7 +27,7 @@ namespace EmeraldAI
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{
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#region Target Info
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//Since these are evenly used across multiple components, these are kept in the main Emerald System script.
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[HideInInspector] public Transform CombatTarget;
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public Transform CombatTarget;
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[HideInInspector] public Transform TargetToFollow;
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[HideInInspector] public Transform LookAtTarget;
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[HideInInspector] [SerializeField] public CurrentTargetInfoClass CurrentTargetInfo = null;
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@@ -46,6 +46,7 @@ namespace EmeraldAI
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[HideInInspector] public NavMeshAgent m_NavMeshAgent;
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[HideInInspector] public BoxCollider AIBoxCollider;
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[HideInInspector] public Animator AIAnimator;
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[HideInInspector] public float TimeSinceEnabled;
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#endregion
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#region AI Components
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@@ -94,6 +95,8 @@ namespace EmeraldAI
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void OnEnable()
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{
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TimeSinceEnabled = Time.time; //Time stamp when the AI was enabled.
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//When the AI is enabled, and it has been killed, reset the AI to its default settings.
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//This is intended for being used with Object Pooling or spawning systems such as Crux.
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if (AnimationComponent.IsDead)
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