// Use this for initialization void Start() { aligned = new Align(); looky = new Look_Where_Going(); facing = new Face(); pathFollow = new Path_Follow(); seeking = new Seek_And_Flee(); separate = new Separation(); pursuing = new Pursue(); avoid = new CollisionAvoidance(); obstacles = new Obstacle_Avoidance(); }
// Use this for initialization void Start() { arrive = new Arrival(); aligned = new Align(); looky = new Look_Where_Going(); facing = new Face(); pathFollow = new Path_Follow(); seeking = new Seek_And_Flee(); separate = new Separation(); pursuing = new Pursue(); avoid = new CollisionAvoidance(); obstacles = new Obstacle_Avoidance(); flocking = new Blended_Steering(); behaviors = new BehaviorAndWeight[4]; }
// Use this for initialization void Start() { arrive = new Arrival(); aligned = new Align(); looky = new Look_Where_Going(); facing = new Face(); pathFollow = new Path_Follow(); seeking = new Seek_And_Flee(); separate = new Separation(); pursuing = new Pursue(); avoid = new CollisionAvoidance(); obstacles = new Obstacle_Avoidance(); flocking = new Blended_Steering(); //finding = new Pathfinder(); behaviors = new BehaviorAndWeight[4]; // Use if doing Path Finding: //Graph myGraph = new Graph(); //myGraph.Build(); //List<Connection> path = Dijkstra.pathfind(myGraph, start, goal); //// path is a list of connections - convert this to gameobjects for the FollowPath steering behavior //aiTargets = new GameObject[path.Count + 1]; //int i = 0; //foreach (Connection c in path) //{ // Debug.Log("from " + c.getFromNode() + " to " + c.getToNode() + " @" + c.getCost()); // aiTargets[i] = c.getFromNode().gameObject; // i++; //} //aiTargets[i] = goal.gameObject; }