// Use this for initialization void Start () { enemyState = ENEMY_STATE.PATROL; puppet = GetComponent<PuppetScript>(); player = GameObject.FindGameObjectWithTag("Player"); noticeArea = gameObject.GetComponent<SphereCollider>(); behaviourTree = gameObject.GetComponent<BehaviourTree>(); behaviourTree.FuckYouUnity(); foreach (GameObject patrolPoint in patrolPoints) { behaviourTree.AddBehaviour(new AIBehaviour(AI_STATE.PATROL, patrolPoint.transform.position, 0.0f)); } if(patrolPoints.Length == 0) { behaviourTree.AddBehaviour(new AIBehaviour(AI_STATE.PATROL, gameObject.transform.position, 0.0f)); } }
// Use this for initialization void Start () { puppet = gameObject.GetComponent<PuppetScript>(); behaviourTree = gameObject.GetComponent<BehaviourTree>(); switch (trainerType) { case TRAINER_TYPE.ATTACK_TOP: behaviourTree.AddBehaviour(new AIBehaviour(AI_STATE.SLASH_TOP)); break; case TRAINER_TYPE.ATTACK_LEFT: behaviourTree.AddBehaviour(new AIBehaviour(AI_STATE.SLASH_LEFT)); break; case TRAINER_TYPE.ATTACK_RIGHT: behaviourTree.AddBehaviour(new AIBehaviour(AI_STATE.SLASH_RIGHT)); break; case TRAINER_TYPE.GUARD_LEFT: behaviourTree.AddBehaviour(new AIBehaviour(AI_STATE.GUARD_LEFT, 1.5f)); break; case TRAINER_TYPE.GUARD_RIGHT: behaviourTree.AddBehaviour(new AIBehaviour(AI_STATE.GUARD_RIGHT, 1.5f)); break; case TRAINER_TYPE.GUARD_TOP: behaviourTree.AddBehaviour(new AIBehaviour(AI_STATE.GUARD_TOP, 1.5f)); break; case TRAINER_TYPE.IDLE: break; } behaviourTree.AddBehaviour(new AIBehaviour(AI_STATE.WINDOW_OF_OPPORTUNITY, 1.5f)); }