Start() public méthode

public Start ( ) : void
Résultat void
Exemple #1
0
    public void FixedUpdate()
    {
        // Clean up completed behaviors
        for (int i = mBehaviors.Count - 1; i >= 0; --i)
        {
            Behavior behavior = mBehaviors[i];
            if (behavior.IsDone())
            {
                behavior.Stop();
                mBehaviors.RemoveAt(i);
            }
        }

        // Update up movement if necessary
        if (mMovementBehavior != null)
        {
            if (mPendingMovementBehavior != null || mMovementBehavior.IsDone())
            {
                mMovementBehavior.Stop();
                mMovementBehavior = null;
            }
        }
        if (mMovementBehavior == null)
        {
            mMovementBehavior = mPendingMovementBehavior ?? GetNextBasicBehavior();
            if (mMovementBehavior != null)
            {
                mMovementBehavior.Start();
            }
            mPendingMovementBehavior = null;
        }

        // Start pending behaviors
        foreach (Behavior behavior in mPendingBehaviors)
        {
            behavior.Start();
            mBehaviors.Add(behavior);
        }
        mPendingBehaviors.Clear();

        // Update all behaviors
        if (mMovementBehavior != null)
        {
            mMovementBehavior.FixedUpdate();
        }
        foreach (Behavior behavior in mBehaviors)
        {
            behavior.FixedUpdate();
        }
    }
Exemple #2
0
    private IEnumerator SpawnCoroutine()
    {
        yield return(spawning);

        var enemy = ObjectPool.GetObject(gameObjectName, "Entities");

        enemy.transform.position = point;

        Behavior behavior = enemy.GetComponent <Behavior>();

        if (behavior != null)
        {
            behavior.SetVariableValue("TrackTarget", Target);
            behavior.EnableBehavior();
            behavior.Start();
        }
        ObjectPool.RecycleObject(this.gameObject);
    }