public void initControl(SkinModelSkelAnim skinAniModel) { m_radar = new Radar(); m_vehicle = new Biped(); //m_vehicle.Radar = m_radar; //m_vehicle.ArrivalRadius = 1; //m_vehicle.AllowedMovementAxes = new Vector3(1, 0, 1); //m_vehicle.MaxSpeed = 10; //m_vehicle.setSpeed(5); //m_vehicle.initOwner(skinAniModel.rootGo); //m_radar.Vehicle = m_vehicle; //m_radar.initAwake(); m_radar.DetectionRadius = 100; }
public override void Start() { EntityManager.Instance.RegisterEntity(this); cSteeringWander = GetComponent <UnitySteer.Behaviors.SteerForWander>(); cSteeringPursuit = GetComponent <UnitySteer.Behaviors.SteerForPursuit>(); animator = GetComponent <Animator>(); biped = GetComponent <UnitySteer.Behaviors.Biped>(); rb = GetComponent <Rigidbody>(); audio = GetComponent <AudioSource>(); target = null; targets = new HashSet <BaseGameEntity>(); cSteeringWander.enabled = true; cSteeringPursuit.enabled = false; animator.SetFloat("MoveSpeed", 0); }
public override void Start() { EntityManager.Instance.RegisterEntity(this); cSteeringWander = GetComponent <UnitySteer.Behaviors.SteerForWander>(); cSteeringEvasion = GetComponent <UnitySteer.Behaviors.SteerForEvasion>(); cSteeringCohesion = GetComponent <UnitySteer.Behaviors.SteerForNeighborGroup>(); animator = GetComponent <Animator>(); biped = GetComponent <UnitySteer.Behaviors.Biped>(); biped.MaxSpeed = normalSpeed; rb = GetComponent <Rigidbody>(); audio = GetComponent <AudioSource>(); cSteeringWander.enabled = true; cSteeringEvasion.enabled = false; cSteeringCohesion.enabled = true; animator.SetFloat("MoveSpeed", 0); //timeForNextReproduction = reproductionCooldown; timeForNextReproduction = 0; }
// Start is called before the first frame update public override void Start() { spawnPos = gameObject.transform.position; spawnOri = gameObject.transform.eulerAngles.y; EntityManager.Instance.RegisterEntity(this); cSteerFear = GetComponent <UnitySteer.Behaviors.SteerForFear>(); cSteerPoint = GetComponent <UnitySteer.Behaviors.SteerForPoint>(); anim = GetComponent <Animator>(); biped = GetComponent <UnitySteer.Behaviors.Biped>(); rb = GetComponent <Rigidbody>(); cSteerFear.enabled = false; cSteerPoint.enabled = false; respawnTime = 4.5f; // Same as turn in zombie, good case would be for this to be greater and the object to not be drawn until respawn deadTime = 0f; maxSpeed = 2f; move_speed = maxSpeed; stamina = maxStamina = 100; }