/// <summary> /// 调用对应的发呆 /// </summary> /// <param name="msgInt"></param> private void Idle(MsgInt msgInt) { GameObject idleEntity = MgrCenter.EntityMgr.GetItem(msgInt.Int); if (idleEntity != null) { SoilderDriver soilderDriver = idleEntity.GetComponent <SoilderDriver>(); soilderDriver.Idle(); } }
private SoilderDriver soilderDriver;//Agent对应的驱动器 /// <summary> /// 初始化Agent /// </summary> public override void Initial() { base.Initial(); soilderDriver = gameObject.GetComponent <SoilderDriver>(); navMeshAgent = gameObject.GetComponent <NavMeshAgent>(); if (soilderDriver == null) { Debug.LogError("soilder driver not exited."); } else { this.Id = soilderDriver.Id; this.AtkRange = soilderDriver.AtkRange; this.EyeRange = soilderDriver.EyeRange; this.Speed = soilderDriver.Speed; } }
private SoilderDriver soilderDriver;//可以移动的士兵driver private void Start() { soilderDriver = gameObject.GetComponent <SoilderDriver>(); }