private void Start() { perception = GetComponent <AiPerceptionHolder>(); fraction = GetComponentInParent <AiFraction>(); chances = new float[] { Random.Range(0.05f, 0.45f) * Random.Range(0.05f, 0.45f), Random.Range(0.05f, 0.45f) * Random.Range(0.05f, 0.45f), Random.Range(0.05f, 0.45f) * Random.Range(0.05f, 0.45f), Random.Range(0.05f, 0.45f) * Random.Range(0.05f, 0.45f) }; //chances = new float[] { 0.5f, 0.5f, 0.5f, 0.5f }; //chances = new float[] { 0.6f, 0.9f, 0.6f, 0.75f }; //chances = new float[] { 0.95f, 0.5f, 0.85f, 0.35f }; Debug.Log(chances[0] + ", " + chances[1] + ", " + chances[2] + "," + chances[3]); }
new private void Start() { base.Start(); memory = GetComponent <AiPerceptionHolder>(); if (!memory) { Debug.LogError("No PerceptionHolder in : " + gameObject); } /// init state machines /// InitMachine(stateMachine); InitNeutral(); InitTest(); //InitEnemyKnowledge(); //InitEnemyPainKnowledge(); //InitEnemyShade(); //InitNoiseKnowledge(); //InitNoiseShade(); }
private void Start() { holder = GetComponent <AiPerceptionHolder>(); myUnit = GetComponentInParent <AiPerceiveUnit>(); }
void Start() { rb = GetComponent <Rigidbody2D>(); perception = GetComponent <AiPerceptionHolder>(); fraction = GetComponent <AiFraction>(); }