void Awake()
 {
     aiGrnd = GetComponent <AI_GroundAttack>();
     myRWR  = GetComponent <RWR>();
     myRb   = GetComponent <Rigidbody>();
     airAI  = GetComponent <AI_Aircraft>();
     flare  = GetComponent <FlareEmitter>();
 }
Beispiel #2
0
 void Awake()
 {
     aiAir            = GetComponent <AI_Aircraft>();
     myFlow           = GetComponent <CombatFlow>();
     outgoingMissiles = new List <BasicMissile>();
     hardpoints       = GetComponent <PlayerInput_Aircraft>().hardpointController;
     myRadar          = GetComponent <Radar>();
     aiEvade          = GetComponent <AI_MissileEvade>();
     aiGrndAttack     = GetComponent <AI_GroundAttack>();
 }
    private AI_GroundAttack doSpawn()
    {
        totalSpawnCount++;

        CombatFlow      newAircraft  = gm.spawnPlayer(CombatFlow.convertTeamToNum(spawner.team), true);
        AI_GroundAttack newAirGndAtk = newAircraft.GetComponent <AI_GroundAttack>();

        newAirGndAtk.assignToLane(decideLane(myAI));

        newAircraft.setNetName("JeffBot" + totalSpawnCount);

        return(newAirGndAtk);
    }
    void Awake()
    {
        // start these vectors with some magnitude, helps facilitate rotation lerping
        targetDir  = transform.forward;
        currentDir = transform.forward;

        myFlow         = GetComponent <CombatFlow>();
        dirAI          = GetComponent <DirectionAI>();
        engine         = GetComponent <EngineControl>();
        myRb           = GetComponent <Rigidbody>();
        rwr            = GetComponent <RWR>();
        aiTgtComputer  = GetComponent <AI_TgtComputer>();
        mslAvoid       = GetComponent <AI_MissileEvade>();
        aiGroundAttack = GetComponent <AI_GroundAttack>();
    }