protected void Start() { circle = (GameObject)Instantiate(Resources.Load("Internals/SightCircle"), transform.position + new Vector3(0f, 0.03f, 0f), transform.rotation * Quaternion.Euler(new Vector3(90f, 0f, 0f)), transform); circle.name = "Chase Sight"; scm = circle.GetComponent <SightCircleManager> (); scm.SetColor(circleColor); scm.SetScale(0f); HideInfo[] hii = transform.root.GetComponentsInChildren <HideInfo> (true); foreach (HideInfo hi in hii) { if (hi.hideMe && !hi.transform.gameObject.activeInHierarchy) { scm.active = false; } } PoV = new Vector3(0f, transform.root.localScale.y * heightOfSight, 0f); }
protected void Start() { circle = (GameObject)Instantiate(Resources.Load("Internals/SightCircle"), transform.position + new Vector3(0f, 0.03f, 0f), transform.rotation * Quaternion.Euler(new Vector3(90f, 0f, 0f))); circle.name = "Chase Sight"; circle.transform.parent = this.transform; // if taken away, for some reason the circle is instantiated not under the npc. scm = circle.GetComponent <SightCircleManager> (); scm.SetColor(circleColor); scm.SetScale(sensingRange); agent = GetComponent <NavMeshAgent>(); HideInfo[] hii = transform.root.GetComponentsInChildren <HideInfo> (true); foreach (HideInfo hi in hii) { if (hi.hideMe && !hi.transform.gameObject.activeInHierarchy) { scm.active = false; } } PoV = new Vector3(0f, transform.root.localScale.y * heightOfSight, 0f); }