void Awake()
 {
     m_Academy        = FindObjectOfType <SoccerAcademy>();
     m_GroundRenderer = centerPitch.GetComponent <Renderer>();
     m_GroundMaterial = m_GroundRenderer.material;
     canResetBall     = true;
     if (goalTextUI)
     {
         goalTextUI.SetActive(false);
     }
     ballRb                = ball.GetComponent <Rigidbody>();
     m_BallController      = ball.GetComponent <SoccerBallController>();
     m_BallController.area = this;
     ballStartingPos       = ball.transform.position;
 }
Beispiel #2
0
 void Awake() // 무조건 실행되는 함수인데
 {
     m_Academy        = FindObjectOfType <SoccerAcademy>();
     m_GroundRenderer = centerPitch.GetComponent <Renderer>(); //중앙피치에서 랜더링 값을 가져와서 m_GroundRenderer에 넣어줌. 왜? 아 바닥의 색을 바꾸기 위해서???
     m_GroundMaterial = m_GroundRenderer.material;
     canResetBall     = true;                                  // ????
     if (goalTextUI)
     {
         goalTextUI.SetActive(false);
     }                                                        // ui가 처음에는 안나오고. 골을 넣으면 나옴
     ballRb                = ball.GetComponent <Rigidbody>(); // 공의 강체값을 ballRb에 넣는다.
     m_BallController      = ball.GetComponent <SoccerBallController>();
     m_BallController.area = this;                            //
     ballStartingPos       = ball.transform.position;         // 공의 위치를 시작위치로 정해줌
 }
Beispiel #3
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    public override void InitializeAgent()
    {
        base.InitializeAgent();
        agentRenderer = GetComponent <Renderer>();
        rayPer        = GetComponent <RayPerception>();
        academy       = FindObjectOfType <SoccerAcademy>();
        var playerState = new PlayerState();

        playerState.agentRB        = GetComponent <Rigidbody>();
        agentRB                    = GetComponent <Rigidbody>();
        agentRB.maxAngularVelocity = 500;
        playerState.startingPos    = transform.position;
        playerState.agentScript    = this;
        area.playerStates.Add(playerState);
        playerIndex             = area.playerStates.IndexOf(playerState);
        playerState.playerIndex = playerIndex;
    }
Beispiel #4
0
    public override void InitializeAgent()
    {
        base.InitializeAgent();
        m_AgentRenderer            = GetComponentInChildren <Renderer>();
        m_Academy                  = FindObjectOfType <SoccerAcademy>();
        agentRb                    = GetComponent <Rigidbody>();
        agentRb.maxAngularVelocity = 500;

        var playerState = new PlayerState
        {
            agentRb     = agentRb,
            startingPos = transform.position,
            agentScript = this,
        };

        area.playerStates.Add(playerState);
        m_PlayerIndex           = area.playerStates.IndexOf(playerState);
        playerState.playerIndex = m_PlayerIndex;
    }
    public override void InitializeAgent()                                // 초기화됨. 매우 중요함.
    {
        base.InitializeAgent();                                           //에이전트 초기화 이때는 에이전트가 퍼플도 블루도 아님 >>> 여기서 base의 의미는 부모의 오버라이드된 InitializaAgnet()라는 메소드를 지정한다는거, 초기화값을 부모에게 전달
        m_AgentRenderer            = GetComponentInChildren <Renderer>(); // 렌더러로 화면에 나타남?
        m_RayPer                   = GetComponent <RayPerception>();      //레이인식
        m_Academy                  = FindObjectOfType <SoccerAcademy>();  // 축구아카데미 설정
        agentRb                    = GetComponent <Rigidbody>();          // // 강체를 적용
        agentRb.maxAngularVelocity = 500;                                 // 최고 속도를 500으로 설정 그런데 이거 실수

        var playerState = new PlayerState                                 //???
        {
            agentRb     = agentRb,
            startingPos = transform.position,
            agentScript = this,
        };

        area.playerStates.Add(playerState);
        m_PlayerIndex           = area.playerStates.IndexOf(playerState); //????
        playerState.playerIndex = m_PlayerIndex;
    }