void Start() { movement = GetComponent <EnemyMovment> (); sight = GetComponent <EnemySight> (); weapon = GetComponent <EnemyAttack> (); nearby = GetComponent <EnemyNearby> (); cState = State.Default; movement.ReturnToPatrol(); //Start Patroling prevState = cState; }
// Start void to create the decision tree. void Start() { enemCheck = new EnemyNearby(this, new CheckNearSaferoom(this, new runToSafeRoomScript(this), new MoveTowardsArea(this)), new FullOfFood(this, new CheckNearSilo(this, new FoodDepositScript(this), new MoveTowardsArea(this)), new CheckNearFarm(this, new FoodCollectScript(this), new MoveTowardsArea(this)))); }