private float fCurrentThinkCooldown = 0f;       // fCurrentThinkCooldown: The current think cooldown of the brain - restricts the brain from thinking too much

    // Private Functions
    // Start(): Use this for initialisation
    void Start()
    {
        fAggressiveToDefensive = Settings.s_fAggressiveToDefensive;
        fThinkCooldown         = Settings.s_fThinkCooldown;

        m_PlayerSquadFSM = PlayerSquadFSM.Instance;
    }
    public static void LoadScene(int _sceneId)
    {
        Application.LoadLevel(2);

        // Call All Reset Statics
        PlayerChildFSM.ResetStatics();
        PlayerMain.ResetStatics();
        player_control.ResetStatics();
        GameManager.ResetStatics();
        EndGamePanel.ResetStatics();

        PlayerSquadFSM.ResetStatics();
        SquadChildFSM.ResetStatics();

        Wall.ResetStatics();
        WallRenderer.ResetStatics();
        Nutrients.ResetStatics();

        ECPoolManager.ResetStatics();
        ECIdleState.ResetStatics();
        DirectionDatabase.ResetStatics();
        FormationDatabase.ResetStatics();
        PathQuery.ResetStatics();
        PointDatabase.ResetStatics();
        PositionQuery.ResetStatics();
        ECTracker.ResetStatics();

        EnemyMainFSM.ResetStatics();

        Application.LoadLevel(_sceneId);
    }
    // Private Functions
    // Awake(): Called when the object is instantiated
    void Awake()
    {
        // Singleton Implementation
        if (s_m_Instance == null)
        {
            s_m_Instance = this;
        }
        else
        {
            Destroy(this.gameObject);
        }

        fMinimumCooldown = Settings.s_fMinimumCooldown;
        fMaximumCooldown = Settings.s_fMaximumCooldown;
    }
 public static void ResetStatics()
 {
     s_m_Instance = null;
 }
Example #5
0
 // Constructor
 public PS_FindResourceState(PlayerSquadFSM para_playerSquadFSM)
 {
     m_psFSM = para_playerSquadFSM;
 }
Example #6
0
 // Constructor
 public PS_DefendState(PlayerSquadFSM para_playerSquadFSM)
 {
     m_psFSM = para_playerSquadFSM;
 }
Example #7
0
 public PS_AvoidState(PlayerSquadFSM para_PlayerSquadFSM)
 {
     m_psFSM = para_PlayerSquadFSM;
 }
Example #8
0
 // Constructor
 public PS_IdleState(PlayerSquadFSM para_playerSquadFSM, PS_Logicaliser para_Brain)
 {
     m_psFSM = para_playerSquadFSM;
     m_Brain = para_Brain;
 }
Example #9
0
 // Constructor
 public PS_DeadState(PlayerSquadFSM para_playerSquadFSM)
 {
     m_psFSM = para_playerSquadFSM;
 }
Example #10
0
 // Constructor
 public PS_AttackState(PlayerSquadFSM para_playerSquadFSM)
 {
     m_psFSM = para_playerSquadFSM;
 }
Example #11
0
 // Constructor
 public PS_FindResourceState(PlayerSquadFSM para_playerSquadFSM)
 {
     m_psFSM = para_playerSquadFSM;
 }
Example #12
0
 // Constructor
 public PS_ProduceState(PlayerSquadFSM para_playerSquadFSM)
 {
     m_psFSM = para_playerSquadFSM;
 }
Example #13
0
 // Constructor
 public PS_AttackState(PlayerSquadFSM para_playerSquadFSM)
 {
     m_psFSM = para_playerSquadFSM;
 }
    // Private Functions
    // Awake(): Called when the object is instantiated
    void Awake()
    {
        // Singleton Implementation
        if (s_m_Instance == null)
            s_m_Instance = this;
        else
            Destroy(this.gameObject);

        fMinimumCooldown = Settings.s_fMinimumCooldown;
        fMaximumCooldown = Settings.s_fMaximumCooldown;
    }
Example #15
0
 // Constructor
 public PS_ProduceState(PlayerSquadFSM para_playerSquadFSM)
 {
     m_psFSM = para_playerSquadFSM;
 }
    // Private Functions
    // Start(): Use this for initialisation
    void Start()
    {
        fAggressiveToDefensive = Settings.s_fAggressiveToDefensive;
        fThinkCooldown = Settings.s_fThinkCooldown;

        m_PlayerSquadFSM = PlayerSquadFSM.Instance;
    }
Example #17
0
 public PS_AvoidState(PlayerSquadFSM para_PlayerSquadFSM)
 {
     m_psFSM = para_PlayerSquadFSM;
 }
 public static void ResetStatics()
 {
     s_m_Instance = null;
 }
Example #19
0
 // Constructor
 public PS_IdleState(PlayerSquadFSM para_playerSquadFSM, PS_Logicaliser para_Brain)
 {
     m_psFSM = para_playerSquadFSM;
     m_Brain = para_Brain;
 }