Esempio n. 1
0
    /// <summary>
    /// Instantiate the EnemyControllerAIs and give them their NeuralNetworks
    /// </summary>
    private void CreateEntities()
    {
        if (enemyControllerAIs != null)
        {
            for (int i = 0; i < enemyControllerAIs.Count; i++)
            {
                GameObject.Destroy(enemyControllerAIs[i].gameObject);
            }
        }

        enemyControllerAIs = new List <EnemyControllerAI>();

        for (int i = 0; i < populationSize; i++)
        {
            Vector3           pos = new Vector3(transform.position.x, transform.position.y, transform.position.z + i * 50);
            EnemyControllerAI enemyControllerAI = Instantiate(EnemyControllerAIPrefab, pos, EnemyControllerAIPrefab.transform.rotation).GetComponent <EnemyControllerAI>();
            enemyControllerAI.Init(neuralNetworks[i]);
            enemyControllerAIs.Add(enemyControllerAI);
        }
    }
Esempio n. 2
0
    //Weapon Prefab

    //Initialization
    void Awake()
    {
        renderer  = GetComponent <SpriteRenderer>();
        collider  = GetComponent <BoxCollider2D>();
        rigidbody = GetComponent <Rigidbody2D>();
        animator  = GetComponent <Animator>();

        controls = GetComponent <EnemyControllerAI>();
        status   = GetComponent <EnemyStatus>();
        melee    = GetComponentInChildren <EnemyMelee>();
        //camera = GetComponentInChildren<PlayerCamera>();

        if (controls != null)
        {
            controls.self = this;
        }
        if (status != null)
        {
            status.self = this;
        }
    }