private void OnEnable()
 {
     m_attackAI            = GetComponent(typeof(AttackAI)) as AttackAI;
     m_npcTracker          = transform.parent.parent.parent.parent.GetComponent(typeof(NPCTracker)) as NPCTracker;
     m_objectTrasform      = transform.parent.parent;
     startingClosestObject = FindObjectOfType <ClosestObjectInitTagScript>().transform;
 }
	void Start()
	{
		attackAI   = gameObject.GetComponent<AttackAI>();
		movementAI = gameObject.GetComponent<MovementAI>();
		breakable  = gameObject.GetComponentInChildren<BreakableManager>();

		if (entityType == EntityType.Enemy) { AutoAlign(); }
	}
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    void Start()
    {
        attackAI   = gameObject.GetComponent <AttackAI>();
        movementAI = gameObject.GetComponent <MovementAI>();
        breakable  = gameObject.GetComponentInChildren <BreakableManager>();

        if (entityType == EntityType.Enemy)
        {
            AutoAlign();
        }
    }
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    public AttackRequest(float priority, AttackAI ai, GameObject targetObject) : base(priority)
    {
        attackAI       = ai;
        objectToAttack = targetObject;

        // check if we are in range
        float  attackRange = MovingObjectStats.GetAttackRangeForObject(ai.gameObject);
        MoveAI moveAI      = ai.GetComponent <MoveAI> ();

        fgoRequest = new FollowGameObjectRequest(0.5f, moveAI, attackRange);
        fgoRequest.targetObject = objectToAttack;
    }
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    private FleeAI fleeAI; //a variable used to check if the AI is in fleeing state
    #endregion

    private void Start()
    {
        //set all the variables to thier respective component values
        moveAI      = GetComponent <MoveAI>();
        patrolAI    = GetComponent <PatrolAI>();
        attackAI    = GetComponent <AttackAI>();
        fleeAI      = GetComponent <FleeAI>();
        enemyScript = GetComponent <Enemy>();
        isSeeking   = GetComponent <MoveAI>().isSeeking;

        //Debugging to check if objects are attached correctly
        if (moveAI == null)
        {
            Debug.LogError("moveAI not attached to StateMachine");
        }
        if (patrolAI == null)
        {
            Debug.LogError("patrolAI not attached to StateMachine");
        }

        //start the program in the patrol state
        ChangeStateTo("Patrol");
    }
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 private void Start()
 {
     _anim     = GetComponent <Animator>();
     _attackAI = GetComponent <AttackAI>();
 }
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 public void SetAttackAI(AttackAI ai)
 {
     attackAI = ai;
     AttemptStartup();
 }