public void AddAgent(GameObject obj, int sight, float uslope, float dslope, VisionSignal signal) { agents.Add(obj); agentsRadius.Add(sight); agentsUSlope.Add(uslope); agentsDSlope.Add(dslope); agentsT.Add(obj.GetComponent <Transform>()); agentsAmount++; }
public void AddAgent(GameObject obj, int sight, float uslope, float dslope, VisionSignal signal) { agents.Add(obj); agentsRadius.Add(sight); agentsUSlope.Add(uslope); agentsDSlope.Add(dslope); agentsT.Add(obj.GetComponent<Transform>()); agentsAmount++; }
private void Awake() { selection = GameObject.Find("Player Manager").GetComponent <UnitSelection>(); vision = gameObject.GetComponent <VisionSignal>(); miniMap = gameObject.GetComponent <MiniMapSignal>(); movement = gameObject.GetComponent <UnitMovement>(); gui.type = "Unit"; gui.Awake(gameObject); for (int x = 0; x < techEffect.Length; x++) { var technology = Faction.Tech[techEffect[x].index]; technology.AddListener(gameObject); if (technology.active) { Upgraded(technology.name); } } gameObject.name = name; healthObj = GetComponent <Health>(); }
void Start() { selection = GameObject.Find("Player Manager").GetComponent<UnitSelection>(); vision = gameObject.GetComponent<VisionSignal>(); miniMap = gameObject.GetComponent<MiniMapSignal>(); gui.type = "Unit"; mGroup = GameObject.Find("Faction Manager").GetComponent<GroupManager>().groupList[group].GetComponent<Group>(); gui.Start(gameObject); for(int x = 0; x < techEffect.Length; x++){ mGroup.tech[techEffect[x].index].AddListener(gameObject); if(mGroup.tech[techEffect[x].index].active){ Upgraded(mGroup.tech[techEffect[x].index].name); } } gameObject.name = name; healthObj = GetComponent<Health>(); }