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; }
// 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); }