/* Main Functions */ void Start() { UnityEngine.Random.InitState((int)(System.DateTime.Now.Ticks)); triggers = gameObject.GetComponent <AITriggerManager>(); // must be initialized first movement = gameObject.GetComponent <AIMovementManager>(); inventory = gameObject.GetComponent <AIInventoryManager>(); weaponManager = gameObject.GetComponent <AIWeaponManager>(); BuildingSpawner buildingSpawner = GameObject.Find("BuildingSpawner").GetComponent <BuildingSpawner>(); buildingsGLOBAL = buildingSpawner.buildingLocations; placesToLoot = new List <GameObject>(buildingsGLOBAL); CharacterSpawner charSpawner = GameObject.Find("CharacterSpawner").GetComponent <CharacterSpawner>(); threatsGLOBAL = charSpawner.threats; //threats = new List<AIThreat>(threatsGLOBAL); status = gameObject.AddComponent <Status>(); status.health = 100; status.maxHealth = 100; status.armor = 0; status.maxArmor = 100; lootLevel = 0; skill = (int)(UnityEngine.Random.value * 8 + 2); aggression = (int)(UnityEngine.Random.value * 9 + 1); positionOptions = new List <GameObject>(); StartCoroutine(AILoop()); }
protected override void Initilize() { aim.transform.position = playerHead.transform.position; aim.transform.rotation = playerHead.transform.rotation; aim.transform.SetParent(playerHead.transform); inventory = GetComponent <AIInventoryManager>(); base.inventory = inventory; }