Example #1
0
    private void SpawnPeloton()
    {
        preparingPeloton = true;

        //GameObject newPeloton = new GameObject();
        GameObject newPeloton = (GameObject)GameObject.Instantiate((GameObject)Resources.Load("Prefabs/Peloton"), transform.position, Quaternion.identity);
        //newPeloton.name = leaderOwner.name + "Peloton";
        newPeloton.name = leaderOwner.name == Names.PLAYER_LEADER ? Names.PLAYER_PELOTON : Names.ENEMY_PELOTON;
        newPeloton.GetComponent<BehaviourTree>().enabled = false;
        //currentPeloton = newPeloton.AddComponent<Peloton>();
        currentPeloton = newPeloton.GetComponent<Peloton>();
        currentPeloton.SetLeader(leaderOwner);                                      //Leader
        newPeloton.transform.position = transform.position;                         //PosiciĆ³n Inicial
        AIManager.staticManager.AddPeloton(currentPeloton);                                       //Avisar al AIManager
        currentPeloton.SetObjective("Spawning");                                    //Objetivo
        //currentPeloton = newPelotonScript;
    }
Example #2
0
    // Use this for initialization
    public virtual void Start()
    {
        meshRenderer = GetComponentInChildren<SkinnedMeshRenderer>();
        initPos = transform.position;
        initRot = transform.eulerAngles;

        anim = GetComponent<Animator>();
        skinnedMesh = transform.FindChild("Onion").GetComponent<SkinnedMeshRenderer>();

        behind = transform.position + transform.forward * -BEHIND_DIST;

        GameObject leaderPeloton = new GameObject();
        leaderPeloton.name = gameObject.name + "Peloton";
        myPeloton = leaderPeloton.AddComponent<Peloton>();
        myPeloton.SetLeader(gameObject);                                    //Leader
        myPeloton.SetObjective(Names.OBJECTIVE_FOLLOW_LEADER, gameObject);  //Objetivo
        myPeloton.transform.position = behind;                              //PosiciĆ³n Inicial
        //aiManager.AddPlayerPeloton(myPeloton);                            //Avisar al AIManager

        leaderFlag = GameObject.Find(gameObject.name + "Flag");

        leaderTarget = gameObject;
        //SetLeaderPelotonState(Names.STATE_FOLLOW_LEADER, leaderTarget);
    }