private void Awake()
 {
     ac       = GetComponent <AIController>();
     movement = GetComponent <MovementController>();
     sense    = GetComponent <SenseController>();
     unit     = GetComponent <Unit>();
 }
Exemple #2
0
 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     anim              = animator;
     unitObject        = animator.gameObject;
     unit              = unitObject.GetComponent <Unit>();
     characterAnimator = unitObject.GetComponent <CharacterAnimator>();
     senseController   = unitObject.GetComponent <SenseController>();
     aIController      = unitObject.GetComponent <AIController>();
     fightController   = unitObject.GetComponent <FightController>();
 }
Exemple #3
0
    private void Awake()
    {
        characterAnimator = GetComponent <CharacterAnimator>();
        unit  = GetComponent <Unit>();
        sense = GetComponent <SenseController>();

        movement = GetComponent <MovementController>();
        gather   = GetComponent <GatherController>();

        animator = GetComponent <Animator>();
    }
 private void SetSenseToCurrentSlot(SenseController.SenseType sense)
 {
     int otherSlot = (currentSlot == 1)? 0 : 1;
     if (activeSenses[currentSlot] == sense) {
         senseController.SetSenseEnabled(activeSenses[currentSlot], false);
         activeSenses[currentSlot] = SenseController.SenseType.None;
     } else if (activeSenses[otherSlot] != sense) {
         if (activeSenses[currentSlot] != SenseController.SenseType.None) {
             senseController.SetSenseEnabled(activeSenses[currentSlot], false);
             activeSenses[currentSlot] = SenseController.SenseType.None;
         }
         activeSenses[currentSlot] = sense;
         senseController.SetSenseEnabled(sense, true);
     } /*else {
         SenseController.SenseType tempSense = activeSenses[0];
         activeSenses[0] = activeSenses[1];
         activeSenses[1] = tempSense;
     }*/
 }
 public bool IsSenseActive(SenseController.SenseType sense)
 {
     return (activeSenses[0] == sense || activeSenses[1] == sense);
 }
    // Use this for initialization
    void Start()
    {
        sightCamera = GameObject.Find("SightCamera");
        hearingCamera = GameObject.Find("HearingCamera");

        senseController = GetComponentInChildren<SenseController>();

        activeSenses = new SenseController.SenseType[2];

        activeSenses[0] = senseController.startWithNoSense?
                                SenseController.SenseType.None : SenseController.SenseType.Sight;
        activeSenses[1] = SenseController.SenseType.None;

        currentSlot = 0;

        mouseLooks = GetComponentsInChildren<MouseLook>();

        deathBoundOverride = new Dictionary<int, float>();

        _cacheTransform = this.transform;
        //
        //deathBoundOverride.Add ();
    }
    void Awake()
    {
        SightGO = transform.Find("SightCamera").gameObject;
        HearingGO = transform.Find("HearingCamera").gameObject;
        ScentGO = transform.Find("ScentCamera").gameObject;
        FeelingGO = transform.Find("FeelingCamera").gameObject;

        enabledSkybox = Resources.Load ("Materials/Materials/Skybox-invert", typeof(Material)) as Material;
        disabledSkybox = Resources.Load ("Materials/Materials/Skybox", typeof(Material)) as Material;

        SetSenseEnabled(SenseType.Sight, !startWithNoSense);
        SetSenseEnabled(SenseType.Hearing, false);
        SetSenseEnabled(SenseType.Feeling, false);
        SetSenseEnabled(SenseType.Scent, false);

        buttonHandler = transform.parent.GetComponent<ButtonHandler>();
        _singleton = this;

        //Debug.Log ("ID: " + GetInstanceID());
    }