void Start () { currentState = aiStates.OBSTACLE_AVOID; laneSystem = GameObject.FindGameObjectWithTag ("LaneSystem").GetComponent<LaneSystem> (); turnLeft = turnRight = false; goForward = true; rb = GetComponent<Rigidbody> (); // InputController.Instance.SetAI (true); aiController = GetComponent<AIInputController> (); prevPosition = transform.position; laneManager = GetComponent<AILaneManager> (); offTrack = false; }
void Start () { blackboard = GameObject.FindGameObjectWithTag ("Blackboard").GetComponent<RacerBlackboard> (); laneSystem = GameObject.FindGameObjectWithTag ("LaneSystem").GetComponent<LaneSystem> (); racerId = countId++; prevAheadNode = currentWaypoint; targetAheadNode = nextWaypoint; //I added this to know how many waypoints we have on the track using the LaneManager class only. to use it to reset the car. //Any better way to do it please, tell (david) totalWayPoints = laneSystem.waypoints.Count; maxChangeDistance = laneSystem.trackWidth * 2; }
void Start () { laneSystem = GameObject.FindGameObjectWithTag ("LaneSystem").GetComponent<LaneSystem> (); }