/// <summary> /// Start finds and stores the AimAndFireElement /// </summary> /// <param name="ai">The AI executing the action</param> public override void Start(AI ai) { base.Start(ai); if (_aimAndFire == null) _aimAndFire = ai.GetCustomElement<AimAndFireElement>(); }
/// <summary> /// On Start, grab the game manager and AimAndFireElement /// </summary> public override void Start() { base.Start(); // Grab the game manager from the scene _gameManager = UnityEngine.Object.FindObjectOfType<GameManager>(); // Set our accuracy to 0 (0 error that is) and our muzzle tip to our camera so we fire straight _aimElement = AI.GetCustomElement<AimAndFireElement>(); _aimElement.Accuracy = 0; _formationHarnessElement = AI.GetCustomElement<FormationHarnessElement>(); }