private void InitBotBehaviours() { m_animator = GetComponent <Animator>(); m_aiSpawnUnit = m_animator.GetBehaviour <AISpawnUnit>(); m_aiSpawnUnit.SetPlayerEntity(this); m_aiBuildObstacles = m_animator.GetBehaviour <AIBuildObstacle>(); m_aiBuildObstacles.SetPlayerEntity(this); m_aiDestroyObstacles = m_animator.GetBehaviour <AIDestroyObstacle>(); m_aiDestroyObstacles.SetPlayerEntity(this); m_aiFindClosestBuild = m_animator.GetBehaviour <AIFindClosestBuild>(); m_aiRandomActions = m_animator.GetBehaviour <AIRandomActions>(); m_aiMirrorPlayer = m_animator.GetBehaviour <AIMirrorPlayer>(); m_aiCreateTeam = m_animator.GetBehaviour <AICreateTeam>(); m_aiFindCkOnPath = m_animator.GetBehaviour <AIFindCkOnPath>(); m_aiIdle = m_animator.GetBehaviour <AIIdle>(); m_aiStrat = m_animator.GetBehaviour <AIStrat>(); }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { m_aiBuildObstacles = animator.GetBehaviour <AIBuildObstacle> (); m_aiDestroyObstacle = animator.GetBehaviour <AIDestroyObstacle> (); m_aiCreateTeam = animator.GetBehaviour <AICreateTeam> (); m_aiFindCkOnPath = animator.GetBehaviour <AIFindCkOnPath> (); m_aiRandomActions = animator.GetBehaviour <AIRandomActions> (); m_aiGroupOfUnits = animator.GetBehaviour <AIGroupOfUnits> (); m_aiFindClosestBuild = animator.GetBehaviour <AIFindClosestBuild> (); animator.SetBool(Constant.BotTransition.s_randomActions, false); }