void Awake() { if (smoothing) { // If smoother attached then use that. m_Smoother = GetComponent <Smoother> (); // Else add smoother componenet. if (!m_Smoother) { m_Smoother = gameObject.AddComponent <Smoother> (); } } if (AGENT_DB == null) { AGENT_DB = FindObjectOfType <AgentDatabase> (); } }
/// <summary> /// Gets behaviour manager and smoother (if smoothing is enabled) and sets heading to an arbitrary position. /// </summary> void Start() { behaviourManager = GetComponent <BehaviourManager> (); velocity = Vector2.zero; float rotation = Random.Range(0f, 2f) * (Mathf.PI * 2); heading = new Vector2((float)Mathf.Sin(rotation), (float)-Mathf.Cos(rotation)); if (smoothing) { // If smoother attached then use that. smoother = GetComponent <Smoother> (); // Else add smoother componenet. if (!smoother) { smoother = gameObject.AddComponent <Smoother> (); } } }