private void InitPlayer() { playerGO = Instantiate(playerPrefab, new Vector3(levelManager.info.playerStart.x, levelManager.info.playerStart.y), Quaternion.identity); GridCharacterMovement movementComp = playerGO.GetComponent <GridCharacterMovement>(); movementComp.coordinate = levelManager.info.playerStart; movementComp.levelManager = levelManager; movementComp.GoTo(movementComp.coordinate); //Camera.main.GetComponent<FollowGameObject>().target = playerGO; }
private void InitGhost() { for (int i = 0; i < 1; i++) { GameObject ghostGO = Instantiate(ghostPrefab, new Vector3(levelManager.info.ghostSpawn.x, levelManager.info.ghostSpawn.y), Quaternion.identity); GridCharacterMovement movementCompG = ghostGO.GetComponent <GridCharacterMovement>(); movementCompG.coordinate = levelManager.info.ghostSpawn; movementCompG.levelManager = levelManager; movementCompG.GoTo(levelManager.info.ghostSpawn); ghostGO.GetComponent <GhostAI>().player = playerGO; ghostGO.GetComponent <GhostAI>().levelinfo = levelManager.info; ghostGO.GetComponent <GridCharacterPathFinding>().levelInfo = levelManager.info; } }
private void Awake() { characterMovement = GetComponent <GridCharacterMovement>(); pathFinder = GetComponent <GridCharacterPathFinding>(); }
private void Awake() { m_characterMovement = GetComponent <GridCharacterMovement>(); destination = new Vector2Int(Mathf.RoundToInt(transform.position.x), Mathf.RoundToInt(transform.position.y)); m_characterMovement.OnArrive += UpdatePath; }