private int FindNumberCoTargetting(FSMStateManager potentialTarget) { int targetNum = 0; if (isIt) { foreach (FSMStateManager sm in ChaseAi) { if (sm.Target == potentialTarget.gameObject) { targetNum++; } } } else { foreach (FSMStateManager sm in UnFreezingAi) { if (sm.Target == potentialTarget.gameObject) { targetNum++; } } } return(targetNum); }
// Use this for initialization void Start() { SM = GetComponent <FSMStateManager>(); Target = GameObject.FindGameObjectWithTag("Player").GetComponent <FSMStateManager>(); SM.Target = Target.gameObject; NA = GetComponent <NavMeshAgent>(); Dash = GetComponent <Charge>(); DashCooldown = Dash.GetCooldownTime(); //Debug.Log("Cooldown Dash: " + DashCooldown); }
// Use this for initialization void Start() { SM = GetComponent <FSMStateManager>(); if (!Player) { Player = FindObjectOfType <ShipController>().gameObject; } SC.isTrigger = true; SC.radius = SearchRange; if (!Hp) { Hp = GetComponent <Health>(); } Target = SM.Target; if (SM.Target != null) { TargetTransform = Target.transform; } }
// Use this for initialization void Start() { TimeTillWin *= 60; // Put win condition to seconds if (SpawnPlayer) { WorldCam.gameObject.SetActive(false); PlayerSpawned = Instantiate(Player, PlayerSpawn); PlayerSpawned.transform.parent = null; PlayerSpawned.transform.localScale = new Vector3(1, 1, 1); if (PlayerIt) { PlayerSpawned.DesiredState = FSMStateIDs.StateIds.FSM_PlayerChase; PlayerSpawned.gameObject.name = "Player It"; } else { PlayerSpawned.DesiredState = FSMStateIDs.StateIds.FSM_PlayerFlee; PlayerSpawned.gameObject.name = "Player Flee"; NumberAiFlee++; } } }
public override void GetStateManager(FSMStateManager sm) { SMOwner = sm; }
public abstract void GetStateManager(FSMStateManager sm);