public void Start() { //Get a reference to the Seeker component we added earlier seeker = GetComponent<Seeker>(); //OnPathComplete will be called every time a path is returned to this seeker seeker.pathCallback += OnPathComplete; //Generating random position genCompRandomPos(); //Starting path from transform.position to targetPosition seeker.StartPath(transform.position, targetPosition); hub = GameObject.FindWithTag("Hub").GetComponent<Hub>(); gameSpeed = hub.gameSpeed; agent = GetComponent<ReactiveFireFighter>(); }
//fireParticipants.Add(scrpt); void checkFireRefill(ReactiveFireFighter newParticipant) { //DO WE NEED WATER? if (needtoGetWater(newParticipant.currentWater)) { fireParticipants.Add(newParticipant); //Debug.Log("Need to help!"); //GRAB ONE AND ORDER HIM TO GET WATER ReactiveFireFighter scrpt = sendFigtherWithLessWaterToGetWater(); if (scrpt == null) { newParticipant.helpWithFire(fire); return; } else if (scrpt.helping != newParticipant.helping) { newParticipant.helpWithFire(fire); return; } fireParticipants.Remove(scrpt); scrpt.goGetWater(); } else { if (needHelp()) { //Debug.Log("Theres no need to get water"); fireParticipants.Add(newParticipant); newParticipant.helpWithFire(fire); } } }