private void OnEnable() { allBoids = new List <FBoid>(); if (boidsInFormation % 2 == 0) { boidsInFormation++; } for (int i = 0; i < boidsInFormation; i++) { FBoid currentBoid = Instantiate(boid, transform.position, transform.rotation).GetComponent <FBoid>(); allBoids.Add(currentBoid); } Debug.Log("<color=green>" + gameObject.name + "</color><color=blue> is now attacking: </color><color=red>" + meAttack.ToString() + "</color><color=blue> which is at position: </color><color=yellow>" + seekPos.ToString() + "</color>"); if (meAttack == Enemies.Dog || meAttack == Enemies.Man) { formationType = FormationType.V; } if (meAttack == Enemies.Cat) { formationType = FormationType.Circle; } rb = GetComponent <Rigidbody>(); }
private void Start() { allBoids = new List <FBoid>(); if (boidsInFormation % 2 == 0) { boidsInFormation++; } for (int i = 0; i < boidsInFormation; i++) { FBoid currentBoid = Instantiate(boid, transform.position, transform.rotation).GetComponent <FBoid>(); allBoids.Add(currentBoid); } rb = GetComponent <Rigidbody>(); }