public override void Think(ArwingThinker arwingThinker) { m_foxForceFour = arwingThinker.Remember <bool>("foxForceFour"); m_horizontalSplit = arwingThinker.Remember <bool>("horizontalSplit"); m_groupUp = arwingThinker.Remember <bool>("groupUp"); if (m_foxForceFour) { Vector3 foxForceFourTacticNodePosition = arwingThinker.foxForceFourTacticNode.transform.localPosition; Vector3 arwingPosition = arwingThinker.GetComponent <Transform>().transform.localPosition; Vector3 diff = foxForceFourTacticNodePosition - arwingPosition; h = diff.x; v = diff.y; } else if (m_horizontalSplit) { Vector3 horizontalSplitTacticNodePosition = arwingThinker.horizontalSplitTacticNode.transform.localPosition; Vector3 arwingPosition = arwingThinker.GetComponent <Transform>().transform.localPosition; Vector3 diff = horizontalSplitTacticNodePosition - arwingPosition; h = diff.x; v = diff.y; } else if (m_groupUp) { Vector3 postTacticNodePosition = arwingThinker.postTacticNode.transform.localPosition; Vector3 arwingPosition = arwingThinker.GetComponent <Transform>().transform.localPosition; Vector3 diff = postTacticNodePosition - arwingPosition; h = diff.x; v = diff.y; } }
public override void Think(ArwingThinker arwingThinker) { arwingThinker.Remember("asdf", "asdf"); // Debug.Log("Yo"); // var movement = arwingThinker.GetComponent<TankMovement>(); // movement.Steer(Input.GetAxis(m_MovementAxisName), Input.GetAxis(m_TurnAxisName)); // var shooting = arwingThinker.GetComponent<TankShooting>(); // if (Input.GetButton(m_FireButton)) // shooting.BeginChargingShot(); // else // shooting.FireChargedShot(); }