private void Update() { if (IsActive) { AgentInformationController.CreateInfoIndicator("Name: " + gameObject.name + "\n" + "State: " + AgentStateMachine.currentState.ToString() + "\n Has Flag: " + HasFlag.ToString(), GameObjectPos); float Dist = Vector3.Distance(MousePos, Input.mousePosition); if (Dist > 2.0) { IsActive = false; } } }
void Start() { DrawRoute = false; DamageIndicatorController.Initialize(); AgentInformationController.Initialize(); Path = new PathInfo.PathRoute { PathList = new Vector3[200] }; OpenList = new List <Map.MapNode>(SetupScript.width * SetupScript.height); ClosedList = new List <Map.MapNode>(SetupScript.width * SetupScript.height); rb = GetComponent <Rigidbody>(); Board = new Blackboard(); Mess = GetComponent <Messager>(); StateMachine = new StateMachine <AI>(this); MaxAmmo = 20; Ammo = MaxAmmo; MaxHealth = 100; Health = MaxHealth; MaxSpeed = 4.0f; MaxBulletVelocity = 4.0f; MaxFireRate = 0.5f; MaxDamage = 25; Time = 0; RespawnTimer = 20; Respawn = 20; GameTimer = UnityEngine.Time.deltaTime; TimesDied = 0; PlayersKilled = 0; NodeChangeDistance = 0.04f * MaxSpeed; HaveFlag = false; AtSafeSpot = false; SeenEnemy = false; }