// Start is called before the first frame update void Start() { clue_Count = 0; for (int i = 0; i < sideCharactersParent.transform.childCount; i++) { var childObject = sideCharactersParent.transform.GetChild(i).gameObject; if (childObject.CompareTag("Group")) { var child1 = childObject.transform.GetChild(0).gameObject; var child2 = childObject.transform.GetChild(1).gameObject; blackboardTrigger[child1] = false; alreadytalked[child1] = false; blackboardTrigger[child2] = false; alreadytalked[child2] = false; } else { blackboardTrigger[childObject] = false; alreadytalked[childObject] = false; } sideCharacters.Add(childObject); } // initalizing blackborad blackboard.Add("move", false); //mouse left click blackboard.Add("talk", false); // right mouse click to talk behaviorAgent = new BehaviorAgent(this.BuildTreeRoot()); BehaviorManager.Instance.Register(behaviorAgent); behaviorAgent.StartBehavior(); }
// Use this for initialization void Start() { MusicIntValue = 0; spawnPos [0] = zombie1.transform.position; spawnPos [1] = zombie1.transform.position + new Vector3(40, 0, 0); spawnPos [2] = zombie1.transform.position + new Vector3(70, 0, 0); int spawnPoint = 0; spawnPoint = Random.Range(0, 3); Zombie1InitialPosition = new Vector3(spawnPos[spawnPoint].x, spawnPos[spawnPoint].y, spawnPos[spawnPoint].z); print(spawnPoint + "\n"); zombie1.GetComponent <SteeringController> ().Warp(Zombie1InitialPosition); spawnPos [0] = zombie.transform.position; spawnPos [1] = zombie.transform.position + new Vector3(60, 0, -180); spawnPos [2] = zombie.transform.position + new Vector3(90, 0, 0); spawnPoint = 0; spawnPoint = Random.Range(0, 3); ZombieInitialPosition = new Vector3(spawnPos[spawnPoint].x, spawnPos[spawnPoint].y, spawnPos[spawnPoint].z); print(spawnPoint + "\n"); zombie.GetComponent <SteeringController> ().Warp(ZombieInitialPosition); //ZombieInitialPosition = zombie.transform.position; //Zombie1InitialPosition = zombie1.transform.position; offset = participant.transform.position - camera.transform.position; behaviorAgent = new BehaviorAgent(this.BuildTreeRoot()); BehaviorManager.Instance.Register(behaviorAgent); behaviorAgent.StartBehavior(); }
// Use this for initialization void Start() { behaviorAgent = new BehaviorAgent(this.BuildTreeRoot()); BehaviorManager.Instance.Register(behaviorAgent); behaviorAgent.StartBehavior(); //hunger = Random.Range(0, 20); //thirst = Random.Range(0, 15); //bladder = Random.Range(0, 5); if (bathrooms == null) { bathrooms = GameObject.FindGameObjectsWithTag("Bathroom"); } if (water == null) { water = GameObject.FindGameObjectsWithTag("Water"); } if (food == null) { food = GameObject.FindGameObjectsWithTag("Food"); } PlayerPrefs.SetInt("Money", 250); PlayerPrefs.SetInt("Workers", 1); }
protected void StartTree( Node root, BehaviorAgent.OnStatusChanged statusChanged = null) { this.Agent = new BehaviorAgent(root, statusChanged); this.Agent.BehaviorStart(); }
/// <summary> /// Removes this event from the agent, restoring autonomy if appropriate /// </summary> /// <returns>true if the event is successfully detached</returns> private bool DetachFromAgent(BehaviorAgent agent) { // If we were the agent's current event, restore autonomy (even if the // agent has another pending event -- that event will just stop it) if (agent.CurrentEvent == this) { agent.EventFinished(); agent.BehaviorStart(); } // If we were a pending event, then the response depends if (agent.PendingEvent == this) { // Was the agent terminating because of us? If so, wait until it's // done terminating, and then restart it if (agent.AgentStatus == BehaviorAgent.Status.Terminating) { return(false); } // If the agent wasn't terminating, restart it if it's idle and then // clear the pending event if (agent.AgentStatus == BehaviorAgent.Status.Idle) { agent.BehaviorStart(); } agent.PendingEvent = null; // Don't worry if another pending event swoops in and replaces us, // it'll handle the agent whether its terminating, running, or idle } return(true); }
void Start() { doors = false; behaviorAgent = new BehaviorAgent(this.BuildTreeRoot()); BehaviorManager.Instance.Register(behaviorAgent); behaviorAgent.StartBehavior(); }
// Use this for initialization void Start() { guard = gameObject; anim = guard.GetComponent <Animator>(); behaviorAgent = new BehaviorAgent(this.BuildTreeRoot()); BehaviorManager.Instance.Register(behaviorAgent); behaviorAgent.StartBehavior(); }
// Start is called before the first frame update void Start() { aggression = new Val <float>(() => aggressionFloat); behaviorAgent = new BehaviorAgent(this.BuildTreeRoot()); BehaviorManager.Instance.Register(behaviorAgent); behaviorAgent.StartBehavior(); }
// Use this for initialization void Start() { //moods = new string[people.Length]; behaviorAgent = new BehaviorAgent(BuildTreeRoot()); BehaviorManager.Instance.Register(behaviorAgent); behaviorAgent.StartBehavior(); }
void Start() { charMec = participant.GetComponent<BehaviorMecanim>(); behaviorAgent = new BehaviorAgent(this.BuildTreeRoot()); BehaviorManager.Instance.Register(behaviorAgent); behaviorAgent.StartBehavior(); }
/// <summary> /// Kills either the agent's personal tree or current event, /// returning true iff the agent is ready to run this event /// </summary> private bool PrepareAgent(BehaviorAgent agent) { if (agent.CurrentEvent == null) return agent.BehaviorStop(); return agent.CurrentEvent.EventKill(); // TODO: For debugging, might want to make sure the agent isn't // running both an event and its own tree. - AS }
void Start() { behaviorAgent = new BehaviorAgent(this.ConversationTree()); BehaviorManager.Instance.Register(behaviorAgent); behaviorAgent.StartBehavior(); }
// Use this for initialization void Start() { behaviorAgent = new BehaviorAgent (this.BuildTreeRoot ()); BehaviorManager.Instance.Register (behaviorAgent); behaviorAgent.StartBehavior (); //behaviorAgent1 = new BehaviorAgent(this.BuildTreeRoot1()); //BehaviorManager.Instance.Register(behaviorAgent1); //behaviorAgent1.StartBehavior(); }
void Start() { behaviorAgent = new BehaviorAgent(this.BuildTreeRoot()); BehaviorManager.Instance.Register(behaviorAgent); behaviorAgent.StartBehavior(); thirst = UnityEngine.Random.Range(0, 30); hunger = UnityEngine.Random.Range(0, 25); bladder = UnityEngine.Random.Range(0, 15); }
// Use this for initialization void Start() { characters.Add(participant1); characters.Add(participant2); int sizeofList = characters.Count; print (sizeofList); count = 0; behaviorAgent = new BehaviorAgent (this.BuildTreeRoot ()); BehaviorManager.Instance.Register (behaviorAgent); behaviorAgent.StartBehavior (); }
// Use this for initialization void Start() { tomIsHere = false; callingDaniel = false; doorOpen = false; danielAnimator = Daniel.GetComponent <Animator> (); doorAnimator = door.GetComponent <Animator> (); behaviorAgent = new BehaviorAgent(this.BuildTreeRoot()); BehaviorManager.Instance.Register(behaviorAgent); behaviorAgent.StartBehavior(); lightToSwitch4.enabled = false; lightToSwitch5.enabled = false; }
/// <summary> /// Injects this event as the next pending event for the /// given agent /// </summary> private void InjectEvent(BehaviorAgent agent) { // Either kill the active event or suspend the agent if (agent.CurrentEvent != null) agent.CurrentEvent.EventKill(); else agent.BehaviorStop(); // Kill any pending event and just replace it if (agent.PendingEvent != null) agent.PendingEvent.EventKill(); agent.PendingEvent = this; }
Vector3 axis = Vector3.up; // Rotation axis, here it the yaw axis // Use this for initialization void Start() { behaviorAgent = new BehaviorAgent(this.BuildTreeRoot()); BehaviorManager.Instance.Register(behaviorAgent); behaviorAgent.StartBehavior(); timer = wanderTimer; Dictionary <string, List <string> > BehaviourTreeAffordanceDictionary = environmentSetup.BehaviourTreeAffordanceDictionary; List <GameObject> gameObjectList = environmentSetup.gameObjectList; if (BehaviourTreeAffordanceDictionary.ContainsKey(BehaviourTree)) { items = BehaviourTreeAffordanceDictionary[BehaviourTree]; } }
// Use this for initialization void Start() { part1 = participant1.GetComponent <BehaviorMecanim> (); part2 = participant2.GetComponent <BehaviorMecanim> (); part3 = participant3.GetComponent <BehaviorMecanim> (); canvasLight.GetComponent <CanvasGroup>().alpha = 0; canvasTV.GetComponent <CanvasGroup>().alpha = 0; behaviorAgent = new BehaviorAgent(this.BuildTreeRoot()); BehaviorManager.Instance.Register(behaviorAgent); behaviorAgent.StartBehavior(); Player = GameObject.Find("Player"); }
// Use this for initialization void Start() { Vector3 doorPosition = door.transform.position; Vector3 doorPositionNew = doorPosition + new Vector3(3.0F, 0, 0); door.transform.position = doorPositionNew; behaviorAgent1 = new BehaviorAgent(this.BuildTreeRoot()[0]); BehaviorManager.Instance.Register(behaviorAgent1); behaviorAgent2 = new BehaviorAgent(this.BuildTreeRoot()[1]); BehaviorManager.Instance.Register(behaviorAgent2); // behaviorAgent3 = new BehaviorAgent(this.BuildTreeRoot()[2]); // BehaviorManager.Instance.Register(behaviorAgent3); behaviorAgent1.StartBehavior(); behaviorAgent2.StartBehavior(); // behaviorAgent3.StartBehavior(); }
private FirefighterPartner(Vector3 position, float heading) { Firefighter = new Firefighter(position, heading); Firefighter.Equipment.SetEquipped <FireGearEquipment>(false); Firefighter.AI.IsEnabled = false; Firefighter.Deleted += OnPedDeleted; Blip = new Blip(Firefighter.Ped); Blip.Sprite = BlipSprite.Friend; Blip.Scale = 0.65f; Blip.Color = Color.FromArgb(180, 0, 0); Blip.Name = "Firefighter Partner"; BehaviorAgent = new BehaviorAgent(Firefighter.Ped); BehaviorAgent.Blackboard.Set <int>("partnerSeatIndex", GetAllPartners()?.Length ?? 0); BehaviorAgent.Blackboard.Set <Firefighter>("partnerFirefighterInstance", Firefighter); RegisterFirefighterPartner(this); }
// Use this for initialization void Start() { GameObject[] person; person = GameObject.FindGameObjectsWithTag("Player"); GameObject[] points; person = GameObject.FindGameObjectsWithTag("meeting_point"); Transform[] meeting_point = new Transform[points.Length]; int i = 0; foreach (GameObject point in points) { meeting_point[i] = point.GetComponent <Transform>(); i++; } behaviorAgent = new BehaviorAgent(this.BuildTreeRoot()); BehaviorManager.Instance.Register(behaviorAgent); behaviorAgent.StartBehavior(); }
// Use this for initialization void Start() { participants = new GameObject[num]; participants[0] = participant0; participants[1] = participant1; participants[2] = participant2; participants[3] = participant3; chairs = new Transform[4]; chairs[0] = chair0; chairs[1] = chair1; chairs[2] = chair2; chairs[3] = chair3; center.x = 13; center.y = 1; center.z = 23; behaviorAgent = new BehaviorAgent(this.BuildTreeRoot()); BehaviorManager.Instance.Register(behaviorAgent); behaviorAgent.StartBehavior(); }
public static void BehaviorTreePedTasks() { GameFiber.Sleep(250); Ped ped = new Ped("s_m_y_cop_01", Game.LocalPlayer.Character.GetOffsetPositionFront(20f), Game.LocalPlayer.Character.Heading); ped.BlockPermanentEvents = true; ped.Inventory.GiveNewWeapon(WeaponHash.CarbineRifle, -1, true); BehaviorTask root = new Selector( new GetNearestPedToAgent(new BlackboardSetter <Ped>("nearestPedTarget", BlackboardMemoryScope.Tree), 100, 15.0f, (p) => p.IsAlive, new Sequence( new EntityExists(new BlackboardGetter <Entity>("nearestPedTarget", BlackboardMemoryScope.Tree)), new ShootAt(3000, FiringPattern.BurstFireRifle, new BlackboardGetter <Entity>("nearestPedTarget", BlackboardMemoryScope.Tree)) ) ), new StatefulSequence( new GoToPosition(Game.LocalPlayer.Character.GetOffsetPosition(new Vector3(-10f, 25f, 0f)), 10f, 2.0f), new GoToPosition(Game.LocalPlayer.Character.GetOffsetPosition(new Vector3(-10f, 45f, 0f)), 10f, 2.0f), new GoToPosition(Game.LocalPlayer.Character.GetOffsetPosition(new Vector3(10f, 45f, 0f)), 10f, 2.0f), new GoToPosition(Game.LocalPlayer.Character.GetOffsetPosition(new Vector3(10f, 25f, 0f)), 10f, 2.0f) ) ); BehaviorTree tree = new BehaviorTree(root); BehaviorAgent pedAgent = new BehaviorAgent(ped); while (true) { GameFiber.Sleep(250); tree.ExecuteOn(pedAgent); } }
// Use this for initialization void Start() { behaviorAgent = new BehaviorAgent(this.BuildTreeRoot()); BehaviorManager.Instance.Register(behaviorAgent); behaviorAgent.StartBehavior(); //GameObject party = GameObject.Find("Updater"); //PartyBehavior partyBool = party.GetComponent<PartyBehavior>(); }
// Use this for initialization void Start() { participants = new GameObject[num]; participants[0] = participant0; participants[1] = participant1; participants[2] = participant2; participants[3] = participant3; chairs = new Transform[4]; chairs[0] = chair0; chairs[1] = chair1; chairs[2] = chair2; chairs[3] = chair3; center.x = 13; center.y = 1; center.z = 23; behaviorAgent = new BehaviorAgent (this.BuildTreeRoot ()); BehaviorManager.Instance.Register (behaviorAgent); behaviorAgent.StartBehavior (); }
// Use this for initialization void Start() { behaviorAgent = new BehaviorAgent (this.BehaviorTree()); BehaviorManager.Instance.Register (behaviorAgent); behaviorAgent.StartBehavior (); }
// Use this for initialization void Start() { //anim = GetComponent<Animator> (); //rbody = GetComponent<Rigidbody> (); //agent = GetComponent<NavMeshAgent> (); behaviorAgent = new BehaviorAgent (this.TreeRoot ()); BehaviorManager.Instance.Register (behaviorAgent); behaviorAgent.StartBehavior (); inputH = 0f; inputV = 0f; run = false; channel = false; jump = false; userControlled = false; }
void Start() { theGuy = new BehaviorAgent(this.BuildTreeRoot()); BehaviorManager.Instance.Register(theGuy); theGuy.StartBehavior(); }
// Use this for initialization void Start() { dialog.text = "It's unwise to jaywalk across a busy street. Someone could get hurt!"; hitStatus = 0; behaviorAgent = new BehaviorAgent(this.BuildTreeRoot()); BehaviorManager.Instance.Register(behaviorAgent); behaviorAgent.StartBehavior(); }
void Update() { if (Input.GetKeyDown(KeyCode.E) == true) { Val<Vector3> P1Pos = Val.V(() => person1.transform.position); Val<Vector3> P2Pos = Val.V(() => person2.transform.position); Val<Vector3> P3Pos = Val.V(() => deltrese.transform.position); agent = new BehaviorAgent(conversationTree(P1Pos, P2Pos, P3Pos)); BehaviorManager.Instance.Register(agent); agent.StartBehavior(); } }
// Use this for initialization void Start() { MusicIntValue = 0; spawnPos [0] = zombie1.transform.position; spawnPos [1] = zombie1.transform.position + new Vector3 (40, 0, 0); spawnPos [2] = zombie1.transform.position + new Vector3 (70, 0, 0); int spawnPoint = 0; spawnPoint = Random.Range(0, 3); Zombie1InitialPosition = new Vector3(spawnPos[spawnPoint].x,spawnPos[spawnPoint].y,spawnPos[spawnPoint].z); print (spawnPoint + "\n"); zombie1.GetComponent<SteeringController> ().Warp (Zombie1InitialPosition); spawnPos [0] = zombie.transform.position; spawnPos [1] = zombie.transform.position + new Vector3 (60, 0, -180); spawnPos [2] = zombie.transform.position + new Vector3 (90, 0, 0); spawnPoint = 0; spawnPoint = Random.Range(0, 3); ZombieInitialPosition = new Vector3(spawnPos[spawnPoint].x,spawnPos[spawnPoint].y,spawnPos[spawnPoint].z); print (spawnPoint + "\n"); zombie.GetComponent<SteeringController> ().Warp (ZombieInitialPosition); //ZombieInitialPosition = zombie.transform.position; //Zombie1InitialPosition = zombie1.transform.position; offset = participant.transform.position - camera.transform.position; behaviorAgent = new BehaviorAgent (this.BuildTreeRoot ()); BehaviorManager.Instance.Register (behaviorAgent); behaviorAgent.StartBehavior (); }
// Update is called once per frame void Update() { if (Input.GetKeyDown (KeyCode.F)) { fightOrScare = 0; } if (Input.GetKeyDown (KeyCode.B)) { fightOrScare = 1; } if (Input.GetKey (KeyCode.LeftShift) || Input.GetKey (KeyCode.RightShift)) { if (Input.GetKeyDown (KeyCode.H)) { antagonist = Hero; selectedAntagonist = 0; } if (Input.GetKeyDown (KeyCode.Alpha1) || Input.GetKeyDown (KeyCode.Keypad1)) { antagonist = EvilKnight1; selectedAntagonist = 1; } if (Input.GetKeyDown (KeyCode.Alpha2) || Input.GetKeyDown (KeyCode.Keypad2)) { antagonist = EvilKnight2; selectedAntagonist = 2; } if (Input.GetKeyDown (KeyCode.Alpha3) || Input.GetKeyDown (KeyCode.Keypad3)) { antagonist = EvilKnight3; selectedAntagonist = 3; } if (Input.GetKeyDown (KeyCode.Alpha4) || Input.GetKeyDown (KeyCode.Keypad4)) { antagonist = EvilKnight4; selectedAntagonist = 4; } if (Input.GetKeyDown (KeyCode.Alpha5) || Input.GetKeyDown (KeyCode.Keypad5)) { antagonist = EvilKnight9; selectedAntagonist = 5; } if (Input.GetKeyDown (KeyCode.Alpha6) || Input.GetKeyDown (KeyCode.Keypad6)) { antagonist = EvilKnight10; selectedAntagonist = 6; } if (Input.GetKeyDown (KeyCode.Alpha7) || Input.GetKeyDown (KeyCode.Keypad7)) { antagonist = EvilKnight11; selectedAntagonist = 7; } if (Input.GetKeyDown (KeyCode.Alpha8) || Input.GetKeyDown (KeyCode.Keypad8)) { antagonist = EvilKnight12; selectedAntagonist = 8; } if (Input.GetKeyDown (KeyCode.G)) { antagonist = Goblin; selectedAntagonist = 9; } if (Input.GetKeyDown (KeyCode.S)) { antagonist = Skeleton1; selectedAntagonist = 10; } } else { if (Input.GetKeyDown (KeyCode.H)) { protagonist = Hero; selectedProtagonist = 0; cameraSelect = 1; } if (Input.GetKeyDown (KeyCode.Alpha1) || Input.GetKeyDown (KeyCode.Keypad1)) { protagonist = EvilKnight1; selectedProtagonist = 1; cameraSelect = 1; } if (Input.GetKeyDown (KeyCode.Alpha2) || Input.GetKeyDown (KeyCode.Keypad2)) { protagonist = EvilKnight2; selectedProtagonist = 2; cameraSelect = 1; } if (Input.GetKeyDown (KeyCode.Alpha3) || Input.GetKeyDown (KeyCode.Keypad3)) { protagonist = EvilKnight3; selectedProtagonist = 3; cameraSelect = 1; } if (Input.GetKeyDown (KeyCode.Alpha4) || Input.GetKeyDown (KeyCode.Keypad4)) { protagonist = EvilKnight4; selectedProtagonist = 4; cameraSelect = 1; } if (Input.GetKeyDown (KeyCode.Alpha5) || Input.GetKeyDown (KeyCode.Keypad5)) { protagonist = EvilKnight9; selectedProtagonist = 5; cameraSelect = 1; } if (Input.GetKeyDown (KeyCode.Alpha6) || Input.GetKeyDown (KeyCode.Keypad6)) { protagonist = EvilKnight10; selectedProtagonist = 6; cameraSelect = 1; } if (Input.GetKeyDown (KeyCode.Alpha7) || Input.GetKeyDown (KeyCode.Keypad7)) { protagonist = EvilKnight11; selectedProtagonist = 7; cameraSelect = 1; } if (Input.GetKeyDown (KeyCode.Alpha8) || Input.GetKeyDown (KeyCode.Keypad8)) { protagonist = EvilKnight12; selectedProtagonist = 8; cameraSelect = 1; } if (Input.GetKeyDown (KeyCode.G)) { protagonist = Goblin; selectedProtagonist = 9; cameraSelect = 1; } if (Input.GetKeyDown (KeyCode.S)) { protagonist = Skeleton1; selectedProtagonist = 10; cameraSelect = 1; } } if (Input.GetKeyDown (KeyCode.C)) { if (cameraSelect == 0) { cameraSelect = 1; } else { cameraSelect = 0; } } if (cameraSelect == 0) { CameraView.transform.position = new Vector3 (250, 600, -200); CameraView.transform.eulerAngles = new Vector3 (60, 0, 0); } else { CameraView.transform.position = protagonist.transform.position + new Vector3 (0, 200, 0); CameraView.transform.eulerAngles = protagonist.transform.eulerAngles + new Vector3 (90, 0, 0); } if (Input.GetKeyDown(KeyCode.Return)) { BehaviorAgent.StopBehavior(); BehaviorAgent = new BehaviorAgent(this.BuildTreeRoot()); BehaviorManager.Instance.Register(BehaviorAgent); BehaviorAgent.StartBehavior(); } }
// Start is called before the first frame update void Start() { behaviorAgent = new BehaviorAgent(this.BuildTreeRoot()); BehaviorManager.Instance.Register(behaviorAgent); }
// Use this for initialization void Start() { behaviorAgent = new BehaviorAgent(BuildTreeRoot()); BehaviorManager.Instance.Register(behaviorAgent); behaviorAgent.StartBehavior(); }
// Use this for initialization void Start() { behaviorAgent = new BehaviorAgent(this.BuildTreeRoot()); print(cop_Wander1); BehaviorManager.Instance.Register(behaviorAgent); behaviorAgent.StartBehavior(); }
// Use this for initialization void Start() { CopClicked = Val.V(() => new GameObject()); behaviorAgent = new BehaviorAgent (this.BehaviorTree()); BehaviorManager.Instance.Register (behaviorAgent); behaviorAgent.StartBehavior (); }
// Use this for initialization void Start() { mainEvent = false; behaviorAgent = new BehaviorAgent(this.BuildTreeRoot()); behaviorAgent2 = new BehaviorAgent(this.event2()); BehaviorManager.Instance.Register(behaviorAgent); BehaviorManager.Instance.Register(behaviorAgent2); behaviorAgent.StartBehavior(); }
/* 0 = time runs out; 1 = pan reaches jane; 2 = jane reaches boat; 3 = befriends boy and dances it out; */ void Start() { /* Timer on the game to limit ending */ startTime = Time.time; gameTime = 60; remainingTime = gameTime - (Time.time - startTime); /* Collect ALL the lost boys: - remember to tag all the objects before this Find ALL the spots in which they play in */ lostboys = GameObject.FindGameObjectsWithTag ("Lostboy"); for (int i = 0; i < lostboys.Length; i++) { Debug.Log("Lostboy "+i+" is named "+lostboys[i].name); } playspotObs = GameObject.FindGameObjectsWithTag ("Playspot"); playspots = new Transform[playspotObs.Length]; for (int i = 0; i < playspotObs.Length; i++) { playspots[i] = playspotObs[i].transform; //Debug.Log("Playspot "+i+" is at "+playspots[i].position.x); } broFound = false; ending = -1; characterMarker = -1; beginningArcMarker = true; checkBoyMarker = false; unityChanMarker = false; signalMarker = false; endingMarker = false; selectedLostBoy = lostboys[0]; checkThisBrother = lostboys[0]; brotherIndex = Random.Range(0, lostboys.Length); unityChan.GetComponent<UnitySteeringController>().maxSpeed = 20; jane.GetComponent<UnitySteeringController>().maxSpeed = 20; behaviorAgent = new BehaviorAgent (this.BuildTreeRoot ()); BehaviorManager.Instance.Register (behaviorAgent); behaviorAgent.StartBehavior (); }
//============================ // Use this for initialization void Start() { currentArc = Arcs.Intro; behaviorAgent = new BehaviorAgent (this.InteractiveBehaviorTree()); BehaviorManager.Instance.Register (behaviorAgent); behaviorAgent.StartBehavior (); }
void Start() { participant.GetComponent<UnitySteeringController>().maxSpeed = 1; behaviorAgent = new BehaviorAgent (this.BuildTreeRoot ()); BehaviorManager.Instance.Register (behaviorAgent); behaviorAgent.StartBehavior (); }
// Use this for initialization void Start() { behaviorAgent = new BehaviorAgent (ST_RideSnail (snailDest)); //this.ST_PushBox(boxPushPoint, offPlatformCharacter)); //InteractiveBehaviorTree()); BehaviorManager.Instance.Register (behaviorAgent); behaviorAgent.StartBehavior (); }
/// <summary> /// Removes this event from the agent, restoring autonomy if appropriate /// </summary> /// <returns>true if the event is successfully detached</returns> private bool DetachFromAgent(BehaviorAgent agent) { // If we were the agent's current event, restore autonomy (even if the // agent has another pending event -- that event will just stop it) if (agent.CurrentEvent == this) { agent.EventFinished(); agent.BehaviorStart(); } // If we were a pending event, then the response depends if (agent.PendingEvent == this) { // Was the agent terminating because of us? If so, wait until it's // done terminating, and then restart it if (agent.AgentStatus == BehaviorAgent.Status.Terminating) return false; // If the agent wasn't terminating, restart it if it's idle and then // clear the pending event if (agent.AgentStatus == BehaviorAgent.Status.Idle) agent.BehaviorStart(); agent.PendingEvent = null; // Don't worry if another pending event swoops in and replaces us, // it'll handle the agent whether its terminating, running, or idle } return true; }
// Use this for initialization void Start() { GameObject[] person; person = GameObject.FindGameObjectsWithTag("Player"); GameObject[] points; person = GameObject.FindGameObjectsWithTag("meeting_point"); Transform[] meeting_point = new Transform[points.Length]; int i = 0; foreach(GameObject point in points){ meeting_point[i] = point.GetComponent<Transform>(); i++; } behaviorAgent = new BehaviorAgent (this.BuildTreeRoot ()); BehaviorManager.Instance.Register (behaviorAgent); behaviorAgent.StartBehavior (); }
// Use this for initialization void Start() { behaviorAgent = new BehaviorAgent (this.BuildTreeRoot ()); BehaviorManager.Instance.Register (behaviorAgent); behaviorAgent.StartBehavior (); acts = new GameObject[]{ GameObject.Find ("act1"), GameObject.Find ("act2"), GameObject.Find ("act3"), GameObject.Find ("act4") }; }
public void Awake() { behaviorAgent = new BehaviorAgent(this.BuildTreeRoot()); }
// Use this for initialization void Start() { participants = new GameObject[5]; participants[0] = participant1; participants[1] = participant2; participants[2] = participant3; participants[3] = participant4; participants[4] = participant5; selectedParticipant = 0; behaviorAgent = new BehaviorAgent(this.BuildTreeRoot()); BehaviorManager.Instance.Register(behaviorAgent); behaviorAgent.StartBehavior(); }
// Use this for initialization void Start() { for (int i = 0; i < 11; i++) { aliveStatus [i] = 1; } BehaviorAgent = new BehaviorAgent(this.BuildTreeRoot()); BehaviorManager.Instance.Register(BehaviorAgent); BehaviorAgent.StartBehavior(); }