/// <summary> /// Adds the agent to the agent list. /// </summary> /// <param name="agent">The agent to add.</param> protected override void AddAgentToGroup(Behavior agent, int index) { base.AddAgentToGroup(agent, index); if (tacticalAgent == null && gameObject == agent.gameObject) { tacticalAgent = new NavMeshTacticalAgent(agent.transform); tacticalAgent.AttackOffset = attackOffset.Value; tacticalAgent.TargetOffset = targetOffset.Value; } }
/// <summary> /// Adds the agent to the agent list. /// </summary> /// <param name="agent">The agent to add.</param> protected override void AddAgentToGroup(Behavior agent, int index) { base.AddAgentToGroup(agent, index); if (tacticalAgent == null && gameObject == agent.gameObject) { tacticalAgent = new NavMeshTacticalAgent(agent.transform, agentRadius, stoppingDistance, rotationSpeed, rotationThreshold); tacticalAgent.AttackOffset = attackOffset.Value; tacticalAgent.TargetOffset = targetOffset.Value; } }