private Status controlStatus; // Controller Status. // Use this for initialization protected override void Awake() { base.Awake(); controlStatus = Status.IDLE; int[] sizes = mapWorld.GetMapSize(); rsize = sizes[0]; csize = sizes[1]; myMap = new char[rsize * csize]; // Initialize to " " space. for (int i = 0; i < rsize; i++) { for (int j = 0; j < csize; j++) { myMap[i * csize + j] = ' '; } } // -- objectInFov = new List <GameObject>(); botActions = gameObject.GetComponent <BotActions>(); deliberator = gameObject.GetComponent(deliberatorName) as IBotDeliberator; // Disable deliberator if deliberator exist or manual control is enabled. ManualControl mc = gameObject.GetComponent <ManualControl>(); deliberatorOn = (deliberator != null) && (mc != null) && !gameObject.GetComponent <ManualControl>().enabled; // Update current position in myMap Vector3 current = gameObject.transform.position; int[] idxs = mapWorld.GetIndexesFromWorld(current.x, current.z); mapWorld.CopyRegion(myMap, idxs[0] - 1, idxs[1] - 1, 3, 3); // Run Thread Function Every `n` second InvokeRepeating("ThinkLoop", 3, thinkTick); }
private Status controlStatus; // Controller Status. //public StateBook internalKnowledge; // Use this for initialization protected void Awake() { controlStatus = Status.IDLE; objectInFov = new List <GameObject>(); botActions = gameObject.GetComponent <BotActions>(); deliberator = gameObject.GetComponent(deliberatorName) as IBotDeliberator; // Run Thread Function Every `n` second if (!onDemand) { InvokeRepeating("ThinkLoop", 0, thinkTick); } }
// Use this for initialization protected override void Awake() { base.Awake(); controlStatus = Status.IDLE; int[] sizes = mapWorld.GetMapSize(); rsize = sizes[0]; csize = sizes[1]; myMap = new char[rsize * csize]; // Initialize to " " space. for (int i = 0; i < rsize; i++) { for (int j = 0; j < csize; j++) { myMap[i * csize + j] = ' '; } } // -- objectInFov = new List<GameObject>(); botActions = gameObject.GetComponent<BotActions>(); deliberator = gameObject.GetComponent(deliberatorName) as IBotDeliberator; // Disable deliberator if deliberator exist or manual control is enabled. ManualControl mc = gameObject.GetComponent<ManualControl>(); deliberatorOn = (deliberator != null) && (mc != null) && !gameObject.GetComponent<ManualControl>().enabled; // Update current position in myMap Vector3 current = gameObject.transform.position; int[] idxs = mapWorld.GetIndexesFromWorld(current.x, current.z); mapWorld.CopyRegion(myMap, idxs[0] - 1, idxs[1] - 1, 3, 3); // Run Thread Function Every `n` second InvokeRepeating("ThinkLoop", 3, thinkTick); }
//public StateBook internalKnowledge; // Use this for initialization protected void Awake() { controlStatus = Status.IDLE; objectInFov = new List<GameObject>(); botActions = gameObject.GetComponent<BotActions>(); deliberator = gameObject.GetComponent(deliberatorName) as IBotDeliberator; // Run Thread Function Every `n` second if (!onDemand) { InvokeRepeating("ThinkLoop", 0, thinkTick); } }