// Start is called before the first frame update void Start() { _map = GameObject.FindGameObjectWithTag(Constants.TAG_MAP_MANAGER).GetComponent <MapManagerScript>(); _state = GameObject.FindGameObjectWithTag(Constants.TAG_STATE_MANAGER).GetComponent <StateManagerScript>(); _builder = GameObject.FindGameObjectWithTag(Constants.TAG_CHUNK_BUILDER).GetComponent <ChunkBuilderScript>(); _camera = GameObject.FindGameObjectWithTag(Constants.TAG_MAIN_CAMERA).GetComponent <CameraMoverScript>(); }
public static void RestartTreeScene(bool keepTrees = true) { GameObject treeScene = GameObject.Find("TreeScene"); if (treeScene != null) { mainTrees.Add(treeManager.mainTree); foreach (TreeModel t in mainTrees) { t.setAlphaRecursive(t.alpha * 0.3f); } GameObject.DestroyImmediate(treeScene, true); Debug.Log("treeScene destoryed "); } GameObject treeSceneNew = GameObject.Instantiate(treePrefab, new Vector3(0f, 0f, 0f), Quaternion.identity) as GameObject; Debug.Log("treeSceneNew made? " + treeSceneNew.name); treeSceneNew.name = "TreeScene"; _hazardManager = GameObject.Find("HazardManager").GetComponent <HazardManagerScript>(); _shieldManager = GameObject.Find("ShieldManager").GetComponent <ShieldScriptRounded>(); _cameraManager = GameObject.Find("CameraManager").GetComponent <CameraManagerScript>(); _guiTimerManager = GameObject.Find("GUITimerManager").GetComponent <GUITimerManagerScript>(); _stateManager = GameObject.Find("StateManager").GetComponent <StateManagerScript>(); _treeManager = GameObject.Find("TreeManager").GetComponent <TreeManagerScript>(); _gameOverGUIScript = GameObject.Find("GameOverGUI").GetComponent <GameOverGUIScript>(); //_treeManager.mainTree.x = -100f + Random.Range(0f, 200f); _treeManager.treePos = new Vector2(-100f + Random.Range(0f, 200f), 0); }
// Use this for initialization void Start() { #region attemptAtStateMachine //PlayerAIs = new AIUnitScript[numberOfPlayers]; //PlayerAIs[0] = null; //for (int i = 1; i < numberOfPlayers; i++) //{ // PlayerAIs[1] = new AIUnitScript_UtilityAI(); //} #endregion goodness = -Mathf.Infinity; enemyHealth = 150f; overrideGoodness = false; defenceTurnCounter = 0; shortestSquareResult = 0; currentTurnState = TurnsState.PlayerTurn; currentState = States.WaitingForTurn; rows = new List <int>(); columns = new List <int>(); movementActivated = false; pathBegun = true; aiTurn = false; endTurnTrue = false; instance = this; }
public override void Run() { #region Necessary properties Enemy = new EnemyData(); V0 = 9.9f; V1 = Enemy.Distance; V2 = 420; V3 = Enemy.Distance; V4 = 1; V5 = Enemy.Distance; V6 = X; V7 = 9999999; #endregion #region My First Robot TurnLeft(Heading - 90); TurnGunRight(90); #endregion #region GARICS Console.WriteLine("Entered run method"); BodyColor = Color.Pink; StateManager = new StateManagerScript(new State0(this)); #endregion while (true) { #region My first robot // Move our robot 5000 pixels ahead Ahead(5000); // Turn the robot 90 degrees TurnRight(90); #endregion #region GARICS StateManager.FrameCheck(); SetFire(3); Execute(); OldEnemy = Enemy; #endregion } }
// Start is called before the first frame update void Start() { _map = GameObject.FindGameObjectWithTag(Constants.TAG_MAP_MANAGER).GetComponent <MapManagerScript>(); _state = GameObject.FindGameObjectWithTag(Constants.TAG_STATE_MANAGER).GetComponent <StateManagerScript>(); _animation = GameObject.FindGameObjectWithTag(Constants.TAG_CHUNK_BUILDER).GetComponent <ChunkBuilderMouseAnimation>(); _camera = GetComponent <Camera>(); INITIALSIZE = (_map._chunkHeightAndWidth / 2f) + 1; Debug.Log(INITIALSIZE); targetZoom = INITIALSIZE; SetInitialPosition(); }
/// <summary> /// This method is called as soon as the match is loaded /// </summary> public override void Run() { Console.WriteLine("Run"); Enemy = new EnemyData(); _stateManagerTop = new StateManagerScript(new SeekState(this)); _stateManagerBottom = new StateManagerScript(new WanderState(this)); while (true) { _stateManagerTop.FrameCheck(); _stateManagerBottom.FrameCheck(); Execute(); OldEnemy = Enemy; } }
public override void Run() { Enemy = new EnemyData(); _stateManager = new StateManagerScript(new State0(this)); v0 = ourRobot.X; v1 = ourRobot.Enemy.Position.Y; v2 = ourRobot.BattleFieldHeight; v3 = 1.1; v4 = ourRobot.Energy; v5 = ourRobot.X; v6 = 1.1; while (true) { _stateManager.FrameCheck(); Execute(); OldEnemy = Enemy; } }
// Use this for initialization void Start() { currentTurnState = TurnsState.PlayerTurn_1; instance = this; }
// Start is called before the first frame update void Start() { _stateManager = GameObject.FindGameObjectWithTag(Constants.TAG_STATE_MANAGER).GetComponent <StateManagerScript>(); }