//play sound // Use this for initialization public override void Start() { base.Start(); STATE_BIRTH = new BirthStateCircleUnit(gameObject); STATE_IDLE = new IdleStateCircleUnit(gameObject); STATE_DEATH = new DeathStateCircleUnit(gameObject); STATE_PROD = new ProdStateCircleUnit(gameObject); STATE_ATTACK = new AttackStateCircleUnit(gameObject); STATE_GOINGTO = new GoingToStateCircleUnit(gameObject); STATE_TRIANGLEPROD = new TriangleProdStateCircleUnit(gameObject); currentState = STATE_BIRTH; env = Environnement.getUniqueEnv(); distancePercept = 30.0f; distanceAttack = 0.05f;//seems to be useless ... something messy somewhere setInitialEnergy(200.0f); attackStrength = 2.0f; attackFrequency = 240; speed = 30.0f; destination = Vector3.zero; initialVectorScale = gameObject.transform.localScale ; }
public void setCurrentState(StateCircleUnit newState) { currentState = newState; }