public LargeAI_Control(int?p_num, AgentManager manager) : base(p_num) { movement_timer = new global::Timer(1, true); m_Path_Manager = GameObject.FindGameObjectWithTag(GLOBAL_VALUES.TAG_AI_MANAGER).GetComponent <Pathing_Manager>(); m_Manager = manager; m_PickupBox = m_Manager.Get_Object().GetComponentInChildren <PickupBox>(); }
public SecurityAI_Control(int?p_num, AgentManager manager) : base(p_num) { movement_timer = new global::Timer(1, true); heal_timer = new Timer(GLOBAL_VALUES.SECURITY_HEAL_DELAY, true); m_Path_Manager = GameObject.FindGameObjectWithTag(GLOBAL_VALUES.TAG_AI_MANAGER).GetComponent <Pathing_Manager>(); m_Manager = manager; m_ItemVision = m_Manager.Get_Object().transform.Find("Item_Vision").GetComponent <SecurityItemVision>(); m_PickupBox = m_Manager.Get_Object().GetComponentInChildren <PickupBox>(); m_State = Security_State.Patrol; m_Alert_Object = m_Manager.Get_Object().transform.Find("Security_Alert").gameObject; m_ChaseEffect = m_Manager.Get_Object().transform.Find("Angry").gameObject.GetComponent <ParticleSystem>(); m_Alert_Object.SetActive(false); }