public override void InitializeAgent() { base.InitializeAgent(); goalDetect = block.GetComponent <GoalDetect>(); goalDetect.agent = this; rayPer = GetComponent <RayPerception>(); localDifficulty = academy.difficulty; scanAgent = GetComponent <ScanAgent>(); SetActive(true); if (academy.useScan) { SetActive(false); scanAgent.SetActive(true); } else { scanAgent.SetActive(false); } // Cache the agent rigidbody agentRB = GetComponent <Rigidbody>(); // Cache the block rigidbody blockRB = block.GetComponent <Rigidbody>(); // Get the ground's bounds areaBounds = ground.GetComponent <Collider>().bounds; // Get the ground renderer so we can change the material when a goal is scored groundRenderer = ground.GetComponent <Renderer>(); // Starting material groundMaterial = groundRenderer.material; }
public override void InitializeAgent() { base.InitializeAgent(); goalDetect = block.GetComponent <GoalDetect>(); goalDetect.agent = this; rayPer = GetComponent <RayPerception>(); // Cache the agent rigidbody agentRB = GetComponent <Rigidbody>(); // Cache the block rigidbody blockRB = block.GetComponent <Rigidbody>(); // Get the ground's bounds areaBounds = ground.GetComponent <Collider>().bounds; // Get the ground renderer so we can change the material when a goal is scored groundRenderer = ground.GetComponent <Renderer>(); // Starting material groundMaterial = groundRenderer.material; }
public override void Initialize() { goalDetect = block.GetComponent <GoalDetect>(); goalDetect.agent = this; // Cache the agent rigidbody m_AgentRb = GetComponent <Rigidbody>(); // Cache the block rigidbody m_BlockRb = block.GetComponent <Rigidbody>(); // Get the ground's bounds areaBounds = ground.GetComponent <Collider>().bounds; // Get the ground renderer so we can change the material when a goal is scored m_GroundRenderer = ground.GetComponent <Renderer>(); // Starting material m_GroundMaterial = m_GroundRenderer.material; SetResetParameters(); }
void Awake() { m_PushBlockSettings = FindObjectOfType <PushBlockSettings>(); goalDetect = block.GetComponent <GoalDetect>(); goalDetect.agent = this; // Cache the agent rigidbody m_AgentRb = GetComponent <Rigidbody>(); // Cache the block rigidbody m_BlockRb = block.GetComponent <Rigidbody>(); // Get the ground's bounds areaBounds = ground.GetComponent <Collider>().bounds; // Get the ground renderer so we can change the material when a goal is scored m_GroundRenderer = ground.GetComponent <Renderer>(); // Starting material m_GroundMaterial = m_GroundRenderer.material; }
//初期化処理 public override void InitializeAgent() { base.InitializeAgent(); goalDetect = block.GetComponent <GoalDetect>(); goalDetect.agent = this; m_RayPer = GetComponent <RayPerception>(); // Cache the agent rigidbody m_AgentRb = GetComponent <Rigidbody>(); // Cache the block rigidbody m_BlockRb = block.GetComponent <Rigidbody>(); // Get the ground's bounds areaBounds = ground.GetComponent <Collider>().bounds; //レンダラーを取得しておくことで、ゴールした時変えれるようにする // Get the ground renderer so we can change the material when a goal is scored m_GroundRenderer = ground.GetComponent <Renderer>(); //最初のは初期のマテリアルを読み込むだけでいい // Starting material m_GroundMaterial = m_GroundRenderer.material; SetResetParameters(); }