Example #1
0
    // Use this for initialization
    void Start()
    {
        m_shipScript = GetComponent <AIShipScript>();
        switch (behaviour)
        {
        case Behaviour.Civilian:
        case Behaviour.Cargo:
        case Behaviour.Cop:
            enemies = new string[2] {
                "CriminalShip", "CriminalLeader"
            };
            friends = new string[3] {
                "Player Ship", "CargoShip", "CopShip"
            };
            break;

        case Behaviour.Grunt:
        case Behaviour.Leader:
            enemies = new string[3] {
                "Player Ship", "CargoShip", "CopShip"
            };
            friends = new string[2] {
                "CriminalShip", "CriminalLeader"
            };
            break;
        }
    }
 // Use this for initialization
 void Start()
 {
     m_shipScript = GetComponent<AIShipScript>();
     switch (behaviour) {
     case Behaviour.Civilian:
     case Behaviour.Cargo:
     case Behaviour.Cop:
         enemies = new string[2]{ "CriminalShip", "CriminalLeader" };
         friends = new string[3]{"Player Ship", "CargoShip", "CopShip"};
         break;
     case Behaviour.Grunt:
     case Behaviour.Leader:
         enemies = new string[3]{ "Player Ship", "CargoShip", "CopShip" };
         friends = new string[2]{ "CriminalShip", "CriminalLeader" };
         break;
     }
 }
Example #3
0
 // Use this for initialization
 void Start()
 {
     m_shipScript = GetComponent<AIShipScript>();
     chaseTime = 0.0f;
 }
Example #4
0
    private float chaseTime;     // how long will an enemy chase

    // Use this for initialization
    void Start()
    {
        m_shipScript = GetComponent <AIShipScript>();
        chaseTime    = 0.0f;
    }
Example #5
0
    // Use this for initialization
    void Start()
    {
        m_shipScript = GetComponent<AIShipScript>();
        switch (behaviour) {
        case Behaviour.Civilian:
        case Behaviour.Cargo:
        case Behaviour.Cop:
        case Behaviour.Rescue:
            m_shipScript.enemies = new string[2]{ "CriminalShip", "CriminalLeader" };
            m_shipScript.friends = new string[5]{"Player Ship", "CargoShip", "CopShip", "RescueShip", "Mom"};
            break;
        case Behaviour.Grunt:
        case Behaviour.Leader:
        case Behaviour.Turret:
            m_shipScript.enemies = new string[5]{ "Player Ship", "CargoShip", "CopShip", "RescueShip", "Mom"};
            m_shipScript.friends = new string[2]{ "CriminalShip", "CriminalLeader" };
            break;
        }

        // For special objects which won't be spawned through AISpawners
        switch (GetComponent<ShipBehaviourScript>().behaviour)
        {
        case ShipBehaviourScript.Behaviour.Turret:
            AIShipScript ss = GetComponent<AIShipScript>();

            ss.InitWeapons();
            WeaponScript.WeaponType weapon = (WeaponScript.WeaponType) Random.Range(0, (int)WeaponScript.WeaponType.SCATTER_SHOT + 1);
            ss.WeaponSlots[ 0 ].SetWeapon( Instantiate( GameMaster.WeaponMngr.GetWeaponPrefab( weapon ) ) );
            break;
        }
    }