void Start() { if (UseCellSpacePartitioning) { // Allow 3x the radius in case boids go outside of the sphere... numCells = 40; //(radius * 3) / neighbourDistance; space = new Space(transform.position, radius * 3, radius * 3, radius * 3, numCells, boids); } flockCenter = transform.position; UpdateEnemyPositions(); }
void Start() { instance = this; Screen.showCursor = false; style.fontSize = 18; style.normal.textColor = Color.white; space = new Space(); scenarios.Add(new SeekScenario()); scenarios.Add(new ArriveScenario()); scenarios.Add(new PursueScenario()); scenarios.Add(new WanderScenario()); scenarios.Add(new PathFollowingScenario()); scenarios.Add(new ObstacleAvoidanceScenario()); scenarios.Add(new FlockingScenario()); scenarios.Add(new StateMachineScenario()); scenarios.Add(new PathFindingScenario()); currentScenario = scenarios[0]; currentScenario.Start(); monoCamera = GameObject.FindGameObjectWithTag("MainCamera"); activeCamera = monoCamera; }
void Start() { instance = this; Screen.showCursor = false; style.fontSize = 18; style.normal.textColor = Color.white; space = new Space(); scenarios.Add(new BattleScene()); scenarios.Add(new OpeningScenario()); scenarios.Add(new SecondScene()); scenarios.Add(new TwoFight()); scenarios.Add(new Open2()); scenarios.Add(new ObstacleAvoidanceScenario()); scenarios.Add(new FlockingScenario()); scenarios.Add(new StateMachineScenario()); scenarios.Add(new PathFindingScenario()); currentScenario = scenarios[0]; currentScenario.Start(); monoCamera = GameObject.FindGameObjectWithTag("MainCamera"); riftCamera = GameObject.FindGameObjectWithTag("ovrcamera"); activeCamera = monoCamera; }
void Start() { instance = this; Cursor.visible = false; style.fontSize = 18; style.normal.textColor = Color.white; space = new Space(spaceBounds.x, spaceBounds.y, spaceBounds.z, numCells); obstacles = GameObject.FindObjectsOfType(typeof(Obstacle)) as Obstacle[]; }