// Use this for initialization void Start() { npc = GetComponentInChildren<AIRig>(); p_systems = GetComponentsInChildren<ParticleSystem>(); player_animator = GetComponent<Animator>(); dizzy = GetComponent<AudioSource>(); }
// Use this for initialization void Start() { enemigoControlador = GetComponent <CharacterController> (); salud = GetComponent <health>(); moveVector = Vector3.zero; _componenteIA = GetComponentInChildren <AIRig> (); }
// accesseur pour savoir si le musicien est en train de danser public bool IsTheMusicianDancing() { AIRig aiRig = sceneLeader.GetComponentInChildren <AIRig>(); RAIN.Memory.BasicMemory tMusicianMemory = aiRig.AI.WorkingMemory as RAIN.Memory.BasicMemory; return(tMusicianMemory.GetItem <bool>("isDancing")); }
// Use this for initialization void Start() { AIRig rig = GetComponentInChildren <AIRig>(); lichAi = rig.AI; timeTaken = 0; }
new void Start() { base.Start(); LunaBlastTimer = 0f; ai = gameObject.GetComponentInChildren<AIRig>(); if (ai == null) Debug.Log("AIRig not found in " + this); }
void Awake() { AIRig aiRig = GetComponentInChildren <AIRig>(); tMemory = aiRig.AI.WorkingMemory as RAIN.Memory.BasicMemory; tSens = aiRig.AI.Senses as RAIN.Perception.BasicSenses; }
void Start() { moveLocked = hatarakeLocked = true; AIRig aiRig = GetComponentInChildren <AIRig>(); tMemory = aiRig.AI.WorkingMemory as RAIN.Memory.BasicMemory; tMotor = aiRig.AI.Motor as RAIN.Motion.MecanimMotor; /* * moveLocked = true; * hatarakeLocked = true;*/ foreach (Transform go in transform) { if (go.name == "Cylinder") { actionArea = go; } } tNav = aiRig.AI.Navigator as RAIN.Navigation.BasicNavigator; //navComponent = this.transform.GetComponent <NavMeshAgent>(); }
void Awake() { AIRig aiRig = GetComponentInChildren <AIRig>(); tMemory = aiRig.AI.WorkingMemory as RAIN.Memory.BasicMemory; tNav = aiRig.AI.Navigator as RAIN.Navigation.BasicNavigator; }
void Awake() { // Set up the reference. anim = GetComponent <Animator> (); aiRig1 = NPC1.GetComponentInChildren <AIRig> (); aiRig2 = NPC2.GetComponentInChildren <AIRig> (); aiRig3 = NPC3.GetComponentInChildren <AIRig> (); }
// Use this for initialization void Start() { _vida = GetComponent <Vida> (); vidaTemporal = _vida.vida; _animator = GetComponent <Animator> (); _controler = GetComponent <CharacterController> (); _airing = GetComponentInChildren <AIRig> (); }
// Use this for initialization void Start() { audioEventName = defaultAudioEventName; AIRig aiRig = GetComponentInChildren <AIRig>(); tMemory = aiRig.AI.WorkingMemory as RAIN.Memory.BasicMemory; // récupération des composants RAIN endWaitTimer = (int)Random.Range(minEndWaitTimer, maxEndWaitTimer); // séléction aléatoire de la fin du timer d'attente }
// Use this for initialization void Start () { anim = GetComponent<Animator>(); ai = GetComponentInChildren<AIRig>(); col = GetComponent<CapsuleCollider>(); startingHealth = Health; playerEnergy = GameObject.Find("Player").GetComponent<RobotEnergy>(); }
// Use this for initialization void Start() { _animator = GetComponent <Animator> (); _healthScript = GetComponent <Health> (); _controller = GetComponent <CharacterController> (); _aiRig = GetComponentInChildren <AIRig> (); previousHealth = _healthScript.health; }
void Awake() { // Set up the reference. anim = GetComponent <Animator> (); aiRig1 = NPC1.GetComponentInChildren<AIRig> (); aiRig2 = NPC2.GetComponentInChildren<AIRig> (); //aiRig3 = NPC3.GetComponentInChildren<AIRig> (); }
// Use this for initialization void Start() { //obtenemos el componente animator _animator = GetComponent<Animator>(); //obtenemos el componente rigidbody _rigidbody = GetComponent<Rigidbody>(); _ai = GetComponentInChildren<AIRig>(); }
void Start() { AIRig aiRig = GetComponentInChildren <AIRig>(); // récupération du composant RAIN tMemory = aiRig.AI.WorkingMemory as RAIN.Memory.BasicMemory; // récupération de la mémoire RAIN startingFragment.GetComponent <levitation>().IsHeld(true); // désactivation de la lévitation du fragment avec lequel le guide commence startingFragment.GetComponent <InteractibleObject> ().OnTouch(); //rammassage du fragment de départ du guide PickUpObject(startingFragment); //idem }
// Use this for initialization void Start() { //obtenemos el componente animator _animator = GetComponent <Animator>(); //obtenemos el componente rigidbody _rigidbody = GetComponent <Rigidbody>(); _ai = GetComponentInChildren <AIRig>(); }
// Use this for initialization void Start() { zombieAiRig = gameObject.GetComponentInChildren <AIRig>(); zombieAi = zombieAiRig.AI; trees = GameObject.Find("GameManager").GetComponent <GameManager>().trees; graves = GameObject.Find("GameManager").GetComponent <GameManager>().graves; SetTreeTarget(RandomTree()); SetGraveTarget(RandomGrave()); }
void Start() { goalCenter = (leftPost.position - rightPost.position)/2 + rightPost.position; Debug.Log("Goal center z = " + goalCenter.z); goalieRig = GetComponentInChildren<AIRig>(); goalieRig.AI.WorkingMemory.SetItem<Vector3>("GoalCenter", goalCenter); soccerBall = FindObjectOfType<SoccerBall>(); goalieRig.AI.WorkingMemory.SetItem<Vector3>("SoccerBallPos", soccerBall.transform.position); }
// Use this for initialization void Start() { isTail = true; isHead = false; rear = transform.forward * -1; AIRig aiComponent = gameObject.GetComponentInChildren <AIRig>(); aiClass = aiComponent.AI; }
void Start() { goalCenter = (leftPost.position - rightPost.position) / 2 + rightPost.position; Debug.Log("Goal center z = " + goalCenter.z); goalieRig = GetComponentInChildren <AIRig>(); goalieRig.AI.WorkingMemory.SetItem <Vector3>("GoalCenter", goalCenter); soccerBall = FindObjectOfType <SoccerBall>(); goalieRig.AI.WorkingMemory.SetItem <Vector3>("SoccerBallPos", soccerBall.transform.position); }
// Use this for initialization public void Start() { AIRig aiRig = GetComponentInChildren <AIRig>(); tMemory = aiRig.AI.WorkingMemory as RAIN.Memory.BasicMemory; // référence sur mémoire RAIN endSoundTimer = (int)Random.Range(minEndSoundTimer, maxEndSoundTimer); // initialisation aléatoire de timer endWaitTimer = (int)Random.Range(minEndWaitTimer, maxEndWaitTimer); }
// Use this for initialization public void Start() { if (gameObject.name == "Dude") { StartCoroutine("Chasing"); } aus = GetComponent <AudioSource>(); anim = GetComponent <Animator>(); aiRig = GetComponentInChildren <AIRig>(); rb = GetComponent <Rigidbody>(); }
// Use this for initialization void Start() { InitStats(); InitStartingTable(); BuildStats(); gm = GameObject.Find("GameManager").GetComponent <GameManager>(); ghoulAIRig = gameObject.GetComponentInChildren <AIRig>(); ghoulAI = ghoulAIRig.AI; }
// Use this for initialization void Start() { npc = GetComponentInChildren<AIRig>(); p_systems = GetComponentsInChildren<ParticleSystem>(); player_animator = GetComponent<Animator>(); dizzy = GetComponent<AudioSource>(); guard_location = GetComponent<Transform>(); npc.AI.Mind.AI.WorkingMemory.SetItem<Vector3>("initial_location", guard_location.position); switches = GameObject.FindGameObjectsWithTag("Switch"); }
public void RemoveEnemy(GameObject e) { if (enemiesList.Contains(e)) { enemiesList.Remove(e); AIRig aiR = e.GetComponent <AIRig>(); if (closeList.Contains(aiR)) { closeList.Remove(aiR); } } }
public override ActionResult Execute(RAIN.Core.AI ai) { Miner theMiner = ai.Body.GetComponent <Miner>(); theMiner.MinerLocation = Miner.Location.Home; theMiner.MinerState = Miner.State.GoHomeAndSleep; AIRig minerRig = theMiner.GetComponentInChildren <AIRig>(); minerRig.AI.WorkingMemory.SetItem <int>("MinerState", 2); //minerRig.AI.WorkingMemory.SetItem<Miner.Location>("MinerLocation", Miner.Location.Home); return(ActionResult.SUCCESS); }
// Use this for initialization void Start() { base.Start(); Gob = this.GetComponent <GoblinAI>(); ai = this.GetComponentInChildren <AIRig>(); if (playerUW == null) { playerUW = GameObject.Find("Gronk").GetComponent <UWCharacter>(); } //playerUW = GameObject.Find ("Gronk").GetComponent<UWCharacter>(); ai.AI.WorkingMemory.SetItem <GameObject>("playerUW", playerUW.gameObject); ai.AI.Body = this.gameObject; }
void deductHealth(Collider col) { if (healthManager = col.GetComponent<Health>()){ healthManager.takeDamage(20f); } else if (NPCStats = col.GetComponent(typeof(F_Stats)) as F_Stats){ NPCStats.takeDamage(20f); } else if (tRig = col.rigidbody.GetComponentInChildren<AIRig>()) { Debug.Log (tRig); float currentHelath = tRig.AI.WorkingMemory.GetItem<float>("health"); tRig.AI.WorkingMemory.SetItem<float>("health", currentHelath - 20f); } }
// Token: 0x060059EF RID: 23023 RVA: 0x001F3C1C File Offset: 0x001F201C public void Initialize(VRC_DataStorage data) { this.dataStorage = data; this._animator = base.GetComponentInChildren <Animator>(); AIRig componentInChildren = base.GetComponentInChildren <AIRig>(); if (componentInChildren != null) { this._rainMemory = componentInChildren.AI.WorkingMemory; } if (VRC_DataStorageInternal.f__mg0 == null) { VRC_DataStorageInternal.f__mg0 = new Func <VRC_DataStorage, string, int>(VRC_DataStorageInternal.GetElementIndex); } VRC_DataStorage._GetElementIndex = VRC_DataStorageInternal.f__mg0; }
void OnTriggerEnter(Collider other) { if (other.tag.Equals("Enemy")) // BETA EnemySphereCollider { //http://support.rivaltheory.com/vanilla/index.php?p=/discussion/comment/1447#Comment_1447 //http://support.rivaltheory.com/vanilla/index.php?p=/discussion/468/how-to-stop-a-moveto-operation-if-the-target-gameobject-is-destroyed/p1 // Remove Rain indie components Destroy(gameObject.GetComponent("Decoration")); Destroy(gameObject.GetComponent("Entity")); // Reset the senses of the AI, after Decoration en Entity are removed // to make shure the AI agent isn't holding a lock on the object //RAINAgent ai = other.transform.parent.gameObject.GetComponent<RAINAgent>(); AIRig ai = other.transform.Find("AI").GetComponent <AIRig>(); // updated to new RAIN indy // add Ammo to the AI character //ai.Agent.actionContext.SetContextItem<int>("ammo", ammo); ai.AI.WorkingMemory.SetItem <int>("ammo", ammo); // updated to new RAIN indy // destroy the game object after 0.2f seconds, zo the AI is done refreshing senses StartCoroutine(WaitAndDestroy(0.3f)); } if (other.tag.Equals("PlayerKartModel")) { //http://support.rivaltheory.com/vanilla/index.php?p=/discussion/comment/1447#Comment_1447 //http://support.rivaltheory.com/vanilla/index.php?p=/discussion/468/how-to-stop-a-moveto-operation-if-the-target-gameobject-is-destroyed/p1 // Remove Rain indie components Destroy(gameObject.GetComponent("Decoration")); Destroy(gameObject.GetComponent("Entity")); // Reset the senses of the AI, after Decoration en Entity are removed // to make shure the AI agent isn't holding a lock on the object // RAINAgent ai = GameObject.FindGameObjectWithTag("Enemy").GetComponent<RAINAgent>(); // AIRig ai = GameObject.FindGameObjectWithTag("Enemy").GetComponent<AIRig>(); // destroy the game object after 0.2f seconds, zo the AI is done refreshing senses StartCoroutine(WaitAndDestroy(0.3f)); } }
// Start void Start() { // Cached components aiRig = GetComponentInChildren <AIRig>(); aiMemory = aiRig.AI.WorkingMemory; aiMotor = aiRig.AI.Motor; aiNavigator = (BasicNavigator)aiRig.AI.Navigator; // Sensors sensors = new List <RAIN.Perception.Sensors.RAINSensor>(aiRig.AI.Senses.Sensors); visualSensor = aiRig.AI.Senses.GetSensor("Visual Sensor"); audioSensor = aiRig.AI.Senses.GetSensor("Audio Sensor"); // Repeated calls InvokeRepeating("SendToClients", 0.001f, 1.0f / uLink.Network.sendRate); InvokeRepeating("React", 0.001f, Config.instance.enemyReactionTime); }
void Update() { if (aiRig == null) { aiRig = gameObject.GetComponentInChildren <AIRig>(); } if (aiRig != null) { aiRig.AI.WorkingMemory.SetItem("health", health); } if (fademusicintenstiy && isPlayer) { } if (rampmusicintenstiy && isPlayer) { } }
public override ActionResult Execute(RAIN.Core.AI ai) { GameObject mob = ai.WorkingMemory.GetItem <GameObject>("mob"); ai.Senses.GetSensor("SlowZoneSensor").MatchAspectName("aMob"); IList <RAIN.Entities.Aspects.RAINAspect> list = ai.Senses.GetSensor("SlowZoneSensor").Matches; foreach (RAIN.Entities.Aspects.RAINAspect it in list) { AIRig aiMob = it.MountPoint.GetComponentsInChildren <AIRig>()[0]; aiMob.AI.Motor.DefaultSpeed = 2; //Transform aiMob = (Transform)it.MountPoint; } return(ActionResult.SUCCESS); }
public override ActionResult Execute(RAIN.Core.AI ai) { Miner theMiner = ai.Body.GetComponent <Miner>(); theMiner.MinerLocation = Miner.Location.Bank; theMiner.MinerState = Miner.State.VisitBank; AIRig minerRig = theMiner.GetComponentInChildren <AIRig>(); minerRig.AI.WorkingMemory.SetItem <int>("MinerState", 1); /* * theMiner.Wealth += theMiner.Gold; * theMiner.Gold = 0; * minerRig.AI.WorkingMemory.SetItem<int>("Wealth", theMiner.Wealth); * minerRig.AI.WorkingMemory.SetItem<int>("Gold", theMiner.Gold); */ //minerRig.AI.WorkingMemory.SetItem<Miner.Location>("MinerLocation", Miner.Location.Bank); return(ActionResult.SUCCESS); }
// Update is called once per frame void Update() { tempReloadTime -= 10.0f * Time.deltaTime; if (tempReloadTime < 0.0f) { // Get all human players GameObject[] players = GameObject.FindGameObjectsWithTag("Player"); //RAINAgent ai = gameObject.GetComponent<RAINAgent>(); AIRig ai = gameObject.transform.Find("AI").GetComponent <AIRig>(); foreach (GameObject player in players) { var targetDir = player.transform.position - _transform.position; var forward = _transform.forward; var angle = Vector3.Angle(targetDir, forward); // Get ammo count from AI // int ammo = ai.Agent.actionContext.GetContextItem<int>("ammo"); int ammo = ai.AI.WorkingMemory.GetItem <int>("ammo"); if (angle < enemyShootAngle && ammo > 0) { GameObject bullet = PhotonNetwork.Instantiate("BomfabEnemy", _transform.position + (spawnDistanceForward * _transform.forward) + (spawnDistanceUp * _transform.up), _transform.rotation, 0); BulletAi controller = bullet.GetComponent <BulletAi>(); controller.enabled = true; tempReloadTime = reloadTime; // Debug.Log( "AI ammo " + ammo); // Set ammo count to AI // ai.Agent.actionContext.SetContextItem<int>("ammo", ammo-1); ai.AI.WorkingMemory.SetItem <int>("ammo", ammo - 1); } } } }
public void SelectRandomCloseRange() { if (closeList.Count < numberEnemiesClose) { int emptyCells = numberEnemiesClose - closeList.Count; List <GameObject> temp = enemiesList; int closeListCount = closeList.Count; int ceil = Mathf.Min(numberEnemiesClose, temp.Count); for (int i = closeListCount; i < ceil; i++) { int rand = Random.Range(0, enemiesList.Count); AIRig aiToAdd = temp[rand].GetComponentInChildren <AIRig>(); if (!closeList.Contains(aiToAdd)) { closeList.Add(enemiesList[rand].GetComponentInChildren <AIRig>()); closeList[i].AI.WorkingMemory.SetItem <bool>("CloseRange", true); closeList[i].AI.WorkingMemory.SetItem <float>("MaxDistance", 3.5f); } temp.Remove(temp[rand]); } } }
// Use this for initialization void Awake() { minerRig = GetComponentInChildren<AIRig>(); // Set the miner's state and behavior to be accessible in the behavior tree minerRig.AI.WorkingMemory.SetItem<int>("MinerState", 0); //minerRig.AI.WorkingMemory.SetItem<Miner.Location>("MinerLocation", Location.Mine); // Set the miner's thresholds to be visible in the behavior tree minerRig.AI.WorkingMemory.SetItem<int>("ComfortLevel", comfortLevel); minerRig.AI.WorkingMemory.SetItem<int>("ThirstThreshold", thirstThreshold); minerRig.AI.WorkingMemory.SetItem<int>("GoldThreshold", goldThreshold); // Set the initial values of the miner's variables to be seen in the behavior tree minerRig.AI.WorkingMemory.SetItem<int>("Fatigue", fatigue); minerRig.AI.WorkingMemory.SetItem<int>("Gold", gold); minerRig.AI.WorkingMemory.SetItem<int>("Thirst", thirst); minerRig.AI.WorkingMemory.SetItem<int>("Wealth", wealth); Debug.Log( ", GoldMAX " + minerRig.AI.WorkingMemory.GetItem<int>("GoldThreshold") + ", ThirstMAX " + minerRig.AI.WorkingMemory.GetItem<int>("ThirstThreshold") + ", WealthMAX " + minerRig.AI.WorkingMemory.GetItem<int>("ComfortLevel")); StartCoroutine(Thinker()); }
// Use this for initialization void Start() { myAI = this.GetComponentInChildren<AIRig>(); if(myAI==null) Debug.Log("You need to add an AI Component!",this.gameObject); myFormationHarnessElement = myAI.AI.GetCustomElement<FormationHarnessElement>(); if(displayText!=null) displayText.text= "FORMATION TYPE:\n"+ wedge+" - Wedge Formation\n"+ column+" - Column Formation\n"+ skirmishLeft+" - Skirmish Left Formation\n"+ skirmishRight+" - Skirmish Right Formation\n"+ echelonLeft+" - Echelon Left Formation\n"+ echelonRight+" - Echelon Right Formation\n"+ "\n"+ "SQUAD COMMANDS\n"+ formUp+" - Squad Form Up\n"+ attack+" - Squad Attack\n"+ coverMe+" - Squad Cover Me\n"+ takeCover+" - Squad Take Cover\n"+ flank+" - Squad Flank\n"; }
void Awake() { // Set up the reference. anim = GetComponent <Animator> (); aiRig1 = NPC1.GetComponentInChildren<AIRig> (); aiRig2 = NPC2.GetComponentInChildren<AIRig> (); //aiRig3 = NPC3.GetComponentInChildren<AIRig> (); winBox = GameObject.Find("Win Box"); p_systems = winBox.GetComponentsInChildren<ParticleSystem>(); Debug.Log(p_systems[0].name); // for (int i = 0; i < p_systems.Length; i++) // { // if (p_systems[i].name == "Fireworks") // { // // p_systems[i].enableEmission = false; // } // } }
// Use this for initialization void Awake() { minerRig = GetComponentInChildren <AIRig>(); // Set the miner's state and behavior to be accessible in the behavior tree minerRig.AI.WorkingMemory.SetItem <int>("MinerState", 0); //minerRig.AI.WorkingMemory.SetItem<Miner.Location>("MinerLocation", Location.Mine); // Set the miner's thresholds to be visible in the behavior tree minerRig.AI.WorkingMemory.SetItem <int>("ComfortLevel", comfortLevel); minerRig.AI.WorkingMemory.SetItem <int>("ThirstThreshold", thirstThreshold); minerRig.AI.WorkingMemory.SetItem <int>("GoldThreshold", goldThreshold); // Set the initial values of the miner's variables to be seen in the behavior tree minerRig.AI.WorkingMemory.SetItem <int>("Fatigue", fatigue); minerRig.AI.WorkingMemory.SetItem <int>("Gold", gold); minerRig.AI.WorkingMemory.SetItem <int>("Thirst", thirst); minerRig.AI.WorkingMemory.SetItem <int>("Wealth", wealth); Debug.Log( ", GoldMAX " + minerRig.AI.WorkingMemory.GetItem <int>("GoldThreshold") + ", ThirstMAX " + minerRig.AI.WorkingMemory.GetItem <int>("ThirstThreshold") + ", WealthMAX " + minerRig.AI.WorkingMemory.GetItem <int>("ComfortLevel")); StartCoroutine(Thinker()); }
// Use this for initialization void Start() { _hitPoints = 666; _actualAttacker = null; _listAttackers = new List<GameObject>(); _actualTarget = null; if (tag == "Hellephant") { _hitPoints = _hellephantHP; } else if (tag == "Bunny") { _hitPoints = _bunnyHP; } else if (tag == "Boy") { _hitPoints = _boyHP; } else if (tag == "Player") { _hitPoints = _playerHP; } _tRig = gameObject.GetComponentInChildren<AIRig>(); _tRig.AI.WorkingMemory.SetItem<int>("hitPoints", _hitPoints); _tRig.AI.WorkingMemory.SetItem<GameObject>("attacker", _actualAttacker); }
void Start() { aiRig = GetComponentInChildren<AIRig> (); }
// Use this for initialization void Start() { ai = GetComponent<AIRig> (); }
// Use this for initialization void Start() { aiRig = gameObject.GetComponentInChildren<AIRig> (); }
void Start() { aiRig = GetComponentInChildren<AIRig>(); aiController = transform.GetComponentInChildren<SampleAIController>(); }
void Start() { m_soccerBallRig = GetComponent<AIRig>(); }
// Use this for initialization void Start() { ghoulAiRig = gameObject.GetComponentInChildren<AIRig>(); ghoulAi = ghoulAiRig.AI; }
// Use this for initialization void Start() { InitStats(); InitStartingTable(); BuildStats(); gm = GameObject.Find("GameManager").GetComponent<GameManager>(); ghoulAIRig = gameObject.GetComponentInChildren<AIRig>(); ghoulAI = ghoulAIRig.AI; }
void Start() { GameController.instance.setGuard(this); ai = GetComponentInChildren<AIRig>(); }
// Use this for initialization void Start() { npc = GetComponentInChildren<AIRig>(); }
// Use this for initialization void Start() { poof = GameObject.Find("ghoul").GetComponentInChildren<ParticleSystem>(); ai = GetComponentInChildren<AIRig>(); possDelay = 0; possessible = false; anim = GetComponent<Animator> (); boneRig = gameObject.GetComponentsInChildren <Rigidbody>(); colliders = gameObject.GetComponentsInChildren<Collider>(); controller = anim.runtimeAnimatorController; // Revive(); }
// Use this for initialization void Start() { zombieAiRig = gameObject.GetComponentInChildren<AIRig>(); zombieAi = zombieAiRig.AI; trees = GameObject.Find("GameManager").GetComponent<GameManager>().trees; graves = GameObject.Find("GameManager").GetComponent<GameManager>().graves; SetTreeTarget(RandomTree()); SetGraveTarget(RandomGrave()); }
protected new void Start() { base.Start(); HealthBar = GameObject.CreatePrimitive(PrimitiveType.Plane); HealthBar.renderer.material.color = Color.red; HealthBar.transform.parent = transform; HealthBar.transform.position = transform.position + Vector3.up * HealthBarPosition; HealthBar.collider.enabled = false; var s = new Vector3(HealthBarWidth, 1f, 0.01f); HealthBar.transform.localScale = s; AddEffectToWeapons(new Damage(BaseDamage)); ai = GetComponentInChildren<AIRig>(); ai.AI.Motor.DefaultSpeed = MovementSpeed; _randomSounds = GetComponent<RandomSoundPlayer>(); _randomSounds.PlayRandomSound("Warcry"); }
// Use this for initialization protected override void Awake() { base.Awake(); aiRig = gameObject.GetComponentInChildren<AIRig>(); }
void AI_INIT() { if (ai == null) { GameObject myInstance = Resources.Load ("AI_PREFABS/AI_LAND") as GameObject; GameObject newObj = (GameObject)GameObject.Instantiate (myInstance); newObj.name = this.gameObject.name + "_AI"; newObj.transform.position = Vector3.zero; //new Vector3(0,0,0); newObj.transform.parent = this.gameObject.transform; newObj.transform.localPosition = Vector3.zero; //new Vector3(0,0,0); AIRig aiR = newObj.GetComponent<AIRig> (); aiR.AI.Body = this.gameObject; ai = aiR; ai.AI.WorkingMemory.SetItem<GameObject> ("playerUW", GameWorldController.instance.playerUW.gameObject); ai.AI.WorkingMemory.SetItem<int> ("attackMode", 0);//Default to melee combat ai.AI.Body = this.gameObject; ai.AI.Motor.DefaultSpeed = 2.0f * (((float)GameWorldController.instance.critter.Speed [objInt ().item_id - 64] / 12.0f)); ai.AI.WorkingMemory.SetItem<float> ("Speed", ai.AI.Motor.DefaultSpeed); } }
// Use this for initialization void Start() { posicionInicial = transform.position; aiRig = GetComponentInChildren<AIRig>(); }