void Awake() { aiGrnd = GetComponent <AI_GroundAttack>(); myRWR = GetComponent <RWR>(); myRb = GetComponent <Rigidbody>(); airAI = GetComponent <AI_Aircraft>(); flare = GetComponent <FlareEmitter>(); }
void Awake() { aiAir = GetComponent <AI_Aircraft>(); myFlow = GetComponent <CombatFlow>(); outgoingMissiles = new List <BasicMissile>(); hardpoints = GetComponent <PlayerInput_Aircraft>().hardpointController; myRadar = GetComponent <Radar>(); aiEvade = GetComponent <AI_MissileEvade>(); aiGrndAttack = GetComponent <AI_GroundAttack>(); }
private AI_GroundAttack doSpawn() { totalSpawnCount++; CombatFlow newAircraft = gm.spawnPlayer(CombatFlow.convertTeamToNum(spawner.team), true); AI_GroundAttack newAirGndAtk = newAircraft.GetComponent <AI_GroundAttack>(); newAirGndAtk.assignToLane(decideLane(myAI)); newAircraft.setNetName("JeffBot" + totalSpawnCount); return(newAirGndAtk); }
void Awake() { // start these vectors with some magnitude, helps facilitate rotation lerping targetDir = transform.forward; currentDir = transform.forward; myFlow = GetComponent <CombatFlow>(); dirAI = GetComponent <DirectionAI>(); engine = GetComponent <EngineControl>(); myRb = GetComponent <Rigidbody>(); rwr = GetComponent <RWR>(); aiTgtComputer = GetComponent <AI_TgtComputer>(); mslAvoid = GetComponent <AI_MissileEvade>(); aiGroundAttack = GetComponent <AI_GroundAttack>(); }