private void Start() { _currentInput = GetComponent <IInput>(); _move = GetComponent <IMove>(); _attack = GetComponent <IAttack>(); _find = GetComponent <ITargetFinder>(); }
public override void Init(string objectID, BaseEntityController controller, bool weaponsActive, VesselShipStats shipStats, SceneController sceneController) { base.Init(objectID, controller, weaponsActive, shipStats, sceneController); // Retrieves interface for the target finder targetFinder = this.GetComponent <ITargetFinder>(); // creates new target checker for relative direction check targetChecker = new TargetDirectionCheck(); }
public void Init() { targetFinder = GetComponent <ITargetFinder>(); inputController = ControllersManager.Instance.GetController <IInputController>(); UpdateManager.Instance.onUpdate += CustomUpdate; thisTransform = transform; inputController.onFire += OnFireHandler; }
public override void BeginState() { Debug.Log("Begun Wander State"); controller = this.GetComponent <AIController>(); objectID = controller.objectID; shipStats = GameManager.Instance.gameSettings.vesselStats.Where(x => x.type.Equals(controller.vesselSelection)).First(); targetFinder = this.GetComponent <ITargetFinder>(); movementController = this.GetComponent <AIMovementController>(); InvokeRepeating("SetNewAngle", 5f, 5f); InvokeRepeating("CheckForNewTarget", 3f, 3f); }
public override void BeginState() { Debug.Log("Begun Pursuit State"); controller = this.GetComponent <AIController>(); objectID = controller.objectID; shipStats = GameManager.Instance.gameSettings.vesselStats.Where(x => x.type.Equals(controller.vesselSelection)).First(); dirChecker = new TargetDirectionCheck(); // Collect components for class weaponAim = this.GetComponent <IWeaponAim>(); weaponSystem = this.GetComponent <IWeaponSystem>(); targetFinder = this.GetComponent <ITargetFinder>(); weaponTargetSetter = this.GetComponent <ISetWeaponTarget>(); movementController = this.GetComponent <AIMovementController>(); targetFinder.FindTarget(); weaponTargetSetter.SetTarget(); }
private static LocalTargetInfo TryFindNewTarget_Copy(this Building_TurretGun b, Predicate <Thing> validator, ITargetFinder finder) { var targetScanFlags = TargetScanFlags.NeedThreat | TargetScanFlags.NeedAutoTargetable | TargetScanFlags.NeedNotUnderThickRoof; if (b.AttackVerb.IsIncendiary()) { targetScanFlags |= TargetScanFlags.NeedNonBurning; } LocalTargetInfo result; if (finder != null && finder.ShouldUse(b) && (result = finder.FindTarget(b, targetScanFlags, validator)) != null && result.IsValid) { return(result); } return((Thing)AttackTargetFinder.BestShootTargetFromCurrentPosition(b, targetScanFlags, validator)); }