// Use this for initialization
    void Start()
    {
        steeringBasics = GetComponent<SteeringBasics>();
        offsetPursuit = GetComponent<OffsetPursuit>();
        separation = GetComponent<Separation>();

        sensor = transform.Find("SeparationSensor").GetComponent<NearSensor>();
    }
    // Use this for initialization
    void Start()
    {
        facingCosineVal = Mathf.Cos(facingCosine * Mathf.Deg2Rad);

        rb = GetComponent<Rigidbody>();
        steeringBasics = GetComponent<SteeringBasics>();
    }
    // Use this for initialization
    void Start()
    {
        steeringBasics = GetComponent<SteeringBasics>();
        hide = GetComponent<Hide>();
        //obstacleSpawner = GameObject.Find("ObstacleSpawner").GetComponent<Spawner>();

        wallAvoid = GetComponent<WallAvoidance>();
    }
    // Use this for initialization
    void Start()
    {
        path.calcDistances();

        steeringBasics = GetComponent<SteeringBasics>();
        wallAvoidance = GetComponent<WallAvoidance>();
        followPath = GetComponent<FollowPath>();
    }
    // Use this for initialization
    void Start()
    {
        steeringBasics = GetComponent<SteeringBasics>();
        wander = GetComponent<Wander2>();
        colAvoid = GetComponent<CollisionAvoidance>();

        colAvoidSensor = transform.Find("ColAvoidSensor").GetComponent<NearSensor>();
    }
    void Start()
    {
        //stuff for the wander behavior
        float theta = Random.value * 2 * Mathf.PI;

        //create a vector to a target position on the wander circle
        wanderTarget = new Vector3(wanderRadius * Mathf.Cos(theta), wanderRadius * Mathf.Sin(theta), 0f);

        steeringBasics = GetComponent<SteeringBasics>();
    }
    // Use this for initialization
    void Start()
    {
        path.calcDistances();

        steeringBasics = GetComponent<SteeringBasics>();
        followPath = GetComponent<FollowPath>();
        colAvoid = GetComponent<CollisionAvoidance>();

        colAvoidSensor = transform.Find("ColAvoidSensor").GetComponent<NearSensor>();
    }
    // Use this for initialization
    void Start()
    {
        steeringBasics = GetComponent<SteeringBasics>();
        wander = GetComponent<Wander2>();
        cohesion = GetComponent<Cohesion>();
        separation = GetComponent<Separation>();
        velocityMatch = GetComponent<VelocityMatch>();

        sensor = transform.Find("Sensor").GetComponent<NearSensor>();
    }
Beispiel #9
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    // Use this for initialization
    void Start () {
        steeringBasics = GetComponent<SteeringBasics>();
        evade = GetComponent<Evade>();
	}
 // Use this for initialization
 void Start()
 {
     steeringBasics = GetComponent<SteeringBasics>();
 }
Beispiel #11
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    //private GameObject debugRing;

    void Start() {
		//		DebugDraw debugDraw = gameObject.GetComponent<DebugDraw> ();
		//		debugRing = debugDraw.createRing (Vector3.zero, wanderRadius);
		
		steeringBasics = GetComponent<SteeringBasics> ();
	}
    // Use this for initialization
    void Start () {
        steeringBasics = GetComponent<SteeringBasics>();
        pursue = GetComponent<Pursue>();
	}
 // Use this for initialization
 void Start()
 {
     steeringBasics = GetComponent<SteeringBasics>();
     wander = GetComponent<Wander2>();
 }
 // Use this for initialization
 void Start () {
     rb = GetComponent<Rigidbody2D>();
     steeringBasics = GetComponent<SteeringBasics>();
 }
	// Use this for initialization
	void Start () {
		sprite = GetComponent<SpriteRenderer> ();
		anim = GetComponent<Animator> ();
		sb = GetComponent<SteeringBasics> ();
	}
	// Use this for initialization
	void Start () {
		steeringBasics = GetComponent<SteeringBasics> ();
		rb = GetComponent<Rigidbody> ();
	}