public AIMovementIdle(BaseCharacterController basecharactercontroller) : base(basecharactercontroller) { decisionTreeAI = m_Character.GetComponent <DecisionTreeAI>(); Debug.LogWarning("[AI Movement State]: Idle"); Enter(); }
public AIMovementIdle(BaseCharacterController basecharactercontroller) : base(basecharactercontroller) { decisionTreeAI = m_Character.GetComponent<DecisionTreeAI>(); Debug.LogWarning("[AI Movement State]: Idle"); Enter(); }
public override void Initialize(IEnumerable <InputReferences> inputs, int bufferSize) { this.timeLastDecision = float.NegativeInfinity; base.Initialize(inputs, bufferSize); //bb = GameObject.FindObjectOfType<BlackBoard>(); bb = GameObject.Find("BlackBoard").GetComponent <BlackBoard>(); //dta = GameObject.FindObjectOfType<DecisionTreeAI>(); dta = GameObject.Find("BlackBoard").GetComponent <DecisionTreeAI>(); //dta.LoadJSON("./C45algorithm-master/KOSH.json"); dta.LoadJSON("./C45algorithm-master/shahan.json"); c = GameObject.FindObjectOfType <Canvas>(); nameObj = GameObject.Find("Name"); if (nameObj != null) { nameScript = nameObj.GetComponent <NameHolder>(); } waiting = false; waitingMove = ""; }