Example #1
0
        public void AssembleBrain(UnitStateType state, UnitMotor motor, UnitAsset asset)
        {
            m_state = state;
            m_motor = motor;
            m_asset = asset;

            m_isPlayer        = m_asset.IsPlayer();
            m_terrainVars     = m_asset.TerrainVars();
            m_targetIndicator = m_asset.TargetIndicator();
            m_currentTurn     = 0f;
        }
Example #2
0
        private void GetComponents()
        {
            m_collider = GetComponent <BoxCollider>();
            if (!m_collider)
            {
                Debug.Log("no collider on " + gameObject.name);
                m_collider = gameObject.AddComponent <BoxCollider>();
            }

            m_rb = GetComponent <Rigidbody>();
            if (!m_rb)
            {
                Debug.Log("no rb on " + gameObject.name);
                m_rb = gameObject.AddComponent <Rigidbody>();
            }

            m_collisions = GetComponent <UnitCollisions>();
            if (!m_collisions)
            {
                Debug.Log("no unitCollisions on " + gameObject.name);
                m_collisions = gameObject.AddComponent <UnitCollisions>();
            }
            componentStates.Add(m_collisions);

            m_brain = GetComponent <UnitBrain>();
            if (!m_brain)
            {
                Debug.Log("no brains on " + gameObject.name);
                m_brain = gameObject.AddComponent <UnitBrain>();
            }
            componentStates.Add(m_brain);

            m_motor = GetComponent <UnitMotor>();
            if (!m_motor)
            {
                Debug.Log("no motor on " + gameObject.name);
                m_motor = gameObject.AddComponent <UnitMotor>();
            }
            componentStates.Add(m_motor);

            m_health = GetComponent <UnitHealth>();
            if (!m_health)
            {
                Debug.Log("no health on " + gameObject.name);
                m_health = gameObject.AddComponent <UnitHealth>();
            }
            componentStates.Add(m_health);

            m_weapons = GetComponent <UnitWeapons>();
            if (!m_weapons)
            {
                Debug.Log("no weps on " + gameObject.name);
                m_weapons = gameObject.AddComponent <UnitWeapons>();
            }
            componentStates.Add(m_weapons);

            m_animation = GetComponent <UnitAnimation>();
            if (!m_animation)
            {
                Debug.Log("no animator on " + gameObject.name);
                m_animation = gameObject.AddComponent <UnitAnimation>();
            }
            componentStates.Add(m_animation);
        }