public MeleeAttackBehaviour(GameEntity entity, Transform transform) : base(entity, transform) { movement = entity.movement; combat = entity.combat; sensing = entity.sensing; unitAI = entity.unitAI; nextUpdateDestinationTime = Random.Range(0, updateDestinationInterval); }
public override void SetUpEntityComponent(GameEntity entity) { base.SetUpEntityComponent(entity); myTransform = entity.transform; sensing = (entity as Fishie).sensing; actions = (entity as Fishie).actions; ressources = (entity as Fishie).ressources; currentWanderDestination = Vector2.zero; }
protected override void Start() { sensing = GetComponent <EC_Sensing>(); movement = GetComponent <EC_Movement>(); playerController = GetComponent <EC_PlayerController>(); fishieAI = GetComponent <EC_FishieAI>(); ressources = GetComponent <EC_Ressources>(); actions = GetComponent <EC_Actions>(); //setup all attached components if (playerController != null) { components = new GameEntityComponent[] { sensing, movement, actions, ressources, playerController } } ; else if (fishieAI != null) { components = new GameEntityComponent[] { sensing, movement, actions, ressources, fishieAI } } ; base.Start(); } }