Exemple #1
0
 // Use this for initialization
 void Start()
 {
     //AStar Calculated Path
     pathArray = new ArrayList();
     startPos  = this.transform;
     FindPath();
     //Set previous path count
     //prevPathCount = pathArray.Count;
     curPathindex      = 0;//init
     this.intervalTime = goalPos.GetComponent <AStarNavigation>().intervalTime;
     this.Speed        = goalPos.GetComponent <AStarNavigation>().Speed;
     //flock origin ref
     boidOrigin = this.GetComponent <BoidOrigin>();
 }
Exemple #2
0
    Animator anim;//Debug purpose only(Can delete if want)
    // Use this for initialization
    void Start()
    {
        //AStar Calculated Path
        pathArray = new ArrayList();
        startPos  = this.transform;
        FindPath();
        curPathindex = 0;                                                      //init

        this.intervalTime = goalPos.GetComponent <AStarOrigin>().intervalTime; //set interval time to equal Flock origin's interval astar time
        this.Speed        = goalPos.GetComponent <AStarOrigin>().Speed;        //set speed to equal to flock origin's speed
        boidStats         = this.GetComponent <Boid>();
        this.initialSpeed = this.Speed;                                        //save regular speed
        boidOriginStats   = goalPos.GetComponent <BoidOrigin>();
    }
Exemple #3
0
    // Start is called before the first frame update
    void Start()
    {
        this.transform.rotation = Quaternion.Euler(Vector3.zero);//reset rotation to zero
        otherBoids       = new List <GameObject>();
        flockOriginStats = flockOrigin.GetComponent <BoidOrigin>();
        //Sets object tag as Boid
        if (this.tag.ToLower() == "untagged")
        {
            this.tag = "Boid";
        }
        if (Leader.tag.ToLower() == "untagged")
        {
            Leader.tag = "Boid";
        }
        //Retrieve all other boid gameobjects
        otherBoids.AddRange(GameObject.FindGameObjectsWithTag(this.tag));
        otherBoids.Remove(this.gameObject);

        flockSpeed  = flockOrigin.GetComponent <AStarOrigin>().Speed;
        adjustSpeed = flockSpeed + boidSpeed;
        SetBoidSpeed();
        movementDir = Leader.transform.position - flockOrigin.transform.position;
    }