// Use this for initialization void Start() { startTimer = timer; wander = GetComponent <WanderBehavior>(); seek = GetComponent <SeekBehavior>(); arrive = GetComponent <ArriveBehavior>(); }
// Use this for initialization void Start() { timer = transitionTime; agent = GetComponent <NavMeshAgent>(); wander = GetComponent <WanderBehavior>(); arrive = GetComponent <ArriveBehavior>(); flee = GetComponent <Flee>(); }
public SteeringSystem(IEntity self) : base(self) { Wander = new WanderBehavior <WPP>(self) { Parameters = new WPP(1, 0.24f) }; PathFollow = new PathFollowingBehavior <WPP>(self) { Parameters = new WPP(2, 1) }; Arrive = new ArriveBehavior <WPP>(self) { Parameters = new WPP(3, 1) }; AlignTarget = new AlignTargetBehavior <WPP>(self) { Parameters = new WPP(3, 1f) }; Erratic = new ErraticOutburstBehavior <WPP>(self) { Parameters = new WPP(4, 1f) }; FlockSeparate = new FlockSeparationBehavior <WPP>(self) { Parameters = new WPP(0.42f) }; AvoidWalls = new ObstacleAvoidanceBehavior <WPP>(self) { Parameters = new WPP(0.84f) }; AlignVelocity = new AlignVelocityBehavior <WPP>(self) { Parameters = new WPP(1) }; }
/// <summary> /// Creates a new instance of Navigator. /// </summary> public Navigator() { steerable = new Steerable(); steerable.BlendMode = SteeringBehaviorBlendMode.Solo; steerable.Behaviors.Add(new StuckAvoidanceBehavior()); steerable.Behaviors.Add(wallAvoidance = new WallAvoidanceBehavior() { Enabled = false }); steerable.Behaviors.Add(steerableAvoidance = new SteerableAvoidanceBehavior() { Enabled = false }); steerable.Behaviors.Add(separation = new SeparationBehavior() { Enabled = false }); steerable.Behaviors.Add(arrive = new ArriveBehavior() { Enabled = false }); waypoints = new Queue <Vector3>(); }