// Use this for initialization void Start() { controller = GetComponent <SoldierController>(); weapon = GetComponentInChildren <Weapon>(); agentState = controller.GetState(); targetState = agentState.enemyState; }
private void FixedUpdate() { if (controllable.GetState().isDead) { return; } Move(); TurnAndShoot(); }
void Update() { if (!controller.GetState().isDead) { float time = Time.realtimeSinceStartup; root.Run(); Dispatcher.GetInstance().SendEvent(new NewFrame(aiTools.agentState.side, Time.realtimeSinceStartup - time)); } }
// Use this for initialization void Start() { controller = GetComponent <SoldierController>(); state = controller.GetState(); navMeshAgent = GetComponent <NavMeshAgent>(); floorMask = LayerMask.GetMask("Floor"); path = new NavMeshPath(); movementDestinationMarker = GameObject.CreatePrimitive(PrimitiveType.Cylinder); movementDestinationMarker.GetComponent <Collider>().enabled = false; movementDestinationMarker.transform.localScale = new Vector3(0.4f, 2.0f, 0.4f); }
public void Init() { if (_isInited) { return; } _world = WorldState.GetInstance(); _navigation = GetComponent <Navigation>(); _shooting = GetComponent <Shooting>(); _terrain = GetComponent <TerrainReasoning>(); _controller = GetComponent <SoldierController>(); _agentState = _controller.GetState(); _enemyState = _agentState.enemyState; }
void Update() { if (controller.GetState().isDead) { aiTools.shooting.SetAimingEnabled(false); aiTools.shooting.SetShootingEnabled(false); aiTools.navigation.SetDestination(null); destination = null; return; } float time = Time.realtimeSinceStartup; UpdateCrispValues(); Fuzzify(); Infer(); Defuzzify(); ApplyResultValues(); DoStuff(); Dispatcher.GetInstance().SendEvent(new NewFrame(aiTools.agentState.side, Time.realtimeSinceStartup - time)); }