// Use this for initialization void Start() { PeopleAC = this.gameObject.GetComponent <LocomotionPeople>(); follower = GameObject.FindGameObjectWithTag(Tags.Follower).GetComponent <Follower>(); // follower.CleanWaittime(); timeclock = 0; }
//这个的前提是要所有类型的people都有类似的mecanim void Start() { // animator = this.gameObject.GetComponent<Animator>(); //locomotion = new Locomotion(animator); audiosource = this.gameObject.GetComponent <AudioSource>(); PeopleAC = this.gameObject.GetComponent <LocomotionPeople>(); clock = 0; }
void Start() { // 设置ID SetID(++EntityManager.lastEntityID); //设置状态接口,并指向一个状态 PeopleAC = gameObject.GetComponent <LocomotionPeople>(); EntityManager.Instance().RegisterEntity(this); States = this.gameObject.transform.FindChild("PeopleStates").GetComponent <PeopleStates>(); m_pStateMachine = new StateMachine <People>(this); m_pStateMachine.SetCurrentState(States.IdleState); }
void Start() { audiosource = this.gameObject.GetComponent <AudioSource>(); leader = GameObject.FindGameObjectWithTag(Tags.Leader).GetComponent <Leader>(); PeopleAC = this.gameObject.GetComponent <LocomotionPeople>(); }