private void Awake() { //Set it on currentState = State.on; //Set the fire variable fire = gameObject.GetComponentInChildren <ParticleSystem>(); //Set the emission module emissionModuleForFire = fire.emission; gameManager = GameObject.Find("GameManager").GetComponent <GameManagerHandler>(); }
private void Awake() { //On awake instantiate the itemList as a list of GameObjects itemList = new List <GameObject>(); //Add all the GameObjects with the tag item to the itemList itemList.AddRange(GameObject.FindGameObjectsWithTag("item")); MiddleUIInteractionHolder = GameObject.Find("interactionMiddle"); Text = MiddleUIInteractionHolder.GetComponent <InteractionUIText>(); GameManager = GameObject.Find("GameManager").GetComponent <GameManagerHandler>(); }
private void Awake() { //Set the player variable to the player in the scene player = GameObject.FindGameObjectWithTag("player"); gameMng = GameObject.Find("GameManager").GetComponent <GameManagerHandler>(); pathHnd = GameObject.Find("Pathfinder").GetComponent <PathfindingHandler>(); //Set the agentRigidBody variable to the rigidbody attached to the gameobject which the handler is attached to agentRigidBody = gameObject.GetComponent <Rigidbody>(); //Initialize the new behavior tree test = new BehaviorTree(this); //Add the root to the behavior tree test.AddRoot(); test.DynamicAddNode(new SequenceSelector(0, "loneEvent", this), "root"); test.DynamicAddNode(new VisionLeaf(0, "visionLone", this), "loneEvent"); test.DynamicAddNode(new SoleInteractionLeaf(1, "loneInteraction", this), "loneEvent"); //Add Sequence selector to handle the attack sequence test.DynamicAddNode(new SequenceSelector(1, "attackSequence", this), "root"); //Attack Sequence Leaf Nodes test.DynamicAddNode(new VisionLeaf(0, "vision", this), "attackSequence"); test.DynamicAddNode(new ChaseLeaf(1, "chase", this), "attackSequence"); test.DynamicAddNode(new OpenDoorLeaf(2, "doorAttack", this), "attackSequence"); test.DynamicAddNode(new AttackLeaf(3, "attack", this), "attackSequence"); //Patrol Sequence test.DynamicAddNode(new SequenceSelector(2, "patrolSequence", this), "root"); //Patrol Sequence Leaf Nodes test.DynamicAddNode(new OpenDoorLeaf(0, "doorPatrol", this), "patrolSequence"); test.DynamicAddNode(new PatrolLeaf(1, "patrol", this), "patrolSequence"); }
private void Awake() { gameManager = GameObject.Find("GameManager").GetComponent <GameManagerHandler>(); doOnce = false; }