// Use this for initialization void Start() { steeringBasics = GetComponent<SteeringBasics>(); offsetPursuit = GetComponent<OffsetPursuit>(); separation = GetComponent<Separation>(); sensor = transform.Find("SeparationSensor").GetComponent<NearSensor>(); }
// Use this for initialization void Start() { facingCosineVal = Mathf.Cos(facingCosine * Mathf.Deg2Rad); rb = GetComponent<Rigidbody>(); steeringBasics = GetComponent<SteeringBasics>(); }
// Use this for initialization void Start() { steeringBasics = GetComponent<SteeringBasics>(); hide = GetComponent<Hide>(); //obstacleSpawner = GameObject.Find("ObstacleSpawner").GetComponent<Spawner>(); wallAvoid = GetComponent<WallAvoidance>(); }
// Use this for initialization void Start() { path.calcDistances(); steeringBasics = GetComponent<SteeringBasics>(); wallAvoidance = GetComponent<WallAvoidance>(); followPath = GetComponent<FollowPath>(); }
// Use this for initialization void Start() { steeringBasics = GetComponent<SteeringBasics>(); wander = GetComponent<Wander2>(); colAvoid = GetComponent<CollisionAvoidance>(); colAvoidSensor = transform.Find("ColAvoidSensor").GetComponent<NearSensor>(); }
void Start() { //stuff for the wander behavior float theta = Random.value * 2 * Mathf.PI; //create a vector to a target position on the wander circle wanderTarget = new Vector3(wanderRadius * Mathf.Cos(theta), wanderRadius * Mathf.Sin(theta), 0f); steeringBasics = GetComponent<SteeringBasics>(); }
// Use this for initialization void Start() { path.calcDistances(); steeringBasics = GetComponent<SteeringBasics>(); followPath = GetComponent<FollowPath>(); colAvoid = GetComponent<CollisionAvoidance>(); colAvoidSensor = transform.Find("ColAvoidSensor").GetComponent<NearSensor>(); }
// Use this for initialization void Start() { steeringBasics = GetComponent<SteeringBasics>(); wander = GetComponent<Wander2>(); cohesion = GetComponent<Cohesion>(); separation = GetComponent<Separation>(); velocityMatch = GetComponent<VelocityMatch>(); sensor = transform.Find("Sensor").GetComponent<NearSensor>(); }
// Use this for initialization void Start () { steeringBasics = GetComponent<SteeringBasics>(); evade = GetComponent<Evade>(); }
// Use this for initialization void Start() { steeringBasics = GetComponent<SteeringBasics>(); }
//private GameObject debugRing; void Start() { // DebugDraw debugDraw = gameObject.GetComponent<DebugDraw> (); // debugRing = debugDraw.createRing (Vector3.zero, wanderRadius); steeringBasics = GetComponent<SteeringBasics> (); }
// Use this for initialization void Start () { steeringBasics = GetComponent<SteeringBasics>(); pursue = GetComponent<Pursue>(); }
// Use this for initialization void Start() { steeringBasics = GetComponent<SteeringBasics>(); wander = GetComponent<Wander2>(); }
// Use this for initialization void Start () { rb = GetComponent<Rigidbody2D>(); steeringBasics = GetComponent<SteeringBasics>(); }
// Use this for initialization void Start () { sprite = GetComponent<SpriteRenderer> (); anim = GetComponent<Animator> (); sb = GetComponent<SteeringBasics> (); }
// Use this for initialization void Start () { steeringBasics = GetComponent<SteeringBasics> (); rb = GetComponent<Rigidbody> (); }