Example #1
0
 // Use this for initialization
 void Start()
 {
     aiControl = new CivilianAIEntity(new Vector(100,100)); //This position won't really work, and it will need to convert easily to / from Vector3
     aiControl.setDestinationWaypoint(new Vector(0,0));
     Debug.Log ("lol");
     Debug.Log("npc class " + EntityManager.globalInstance().numberOfEntities());
 }
Example #2
0
    public void Start()
    {
        if (Network.isServer) {
            aiControl = new CivilianAIEntity(new Vector(100,100)); //This position won't really work, and it will need to convert easily to / from Vector3
            Vector destination = new Vector(UnityEngine.Random.Range(-200,200),UnityEngine.Random.Range(-200,200));
            while (queryPoint.isWalkable(destination) == false){
                destination = new Vector(UnityEngine.Random.Range(-200,200),UnityEngine.Random.Range(-200,200));
            }
            aiControl.setDestinationWaypoint(destination);

            seeker = GetComponent<Seeker>();
            controller = GetComponent<CharacterController>();

            //Start a new path to the targetPosition, return the result to the OnPathComplete function
            //seeker.StartPath (transform.position,targetPosition, OnPathComplete);
            newPath();
        } else {
            enabled = false;
        }
    }
Example #3
0
 // Use this for initialization
 void Start()
 {
     aiControl = new CivilianAIEntity();
     Debug.Log ("lol");
     Debug.Log("npc class " + EntityManager.globalInstance().numberOfEntities());
 }