// Use this for initialization void Start() { triggers = gameObject.AddComponent <AITriggerManager>(); triggers.AddTrigger("Interactable Structure Trigger Node", radius, TriggerEnter, TriggerExit); aiInBuilding = new List <GameObject>(); }
/* 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()); }
// Use this for initialization void Start() { base.Initialize(); ai = GetComponent <EnemyAI>(); movement = GetComponent <AIMovementManager>(); weaponManager = GetComponent <AIWeaponManager>(); base.weaponManager = weaponManager; desiredItems = new List <GameObject>(); AITriggerManager triggers = GetComponent <AITriggerManager>(); triggers.AddTrigger("Item View Distance", 4, ItemTriggered); triggers.AddTrigger("Item Grab Distance", 1.5f, GrabTriggered); }