void Start() { terrain = GetComponent <TerrainReasoning>(); Waypoint[,] waypoints = terrain.GetWaypoints(); foreach (Waypoint wp in waypoints) { GameObject obj = Instantiate(waypointPrefab, wp.position, Quaternion.identity); obj.transform.Translate(0.0f, 0.01f, 0.0f); WaypointRepresentation wpr = obj.GetComponent <WaypointRepresentation>(); wpr.SetCellSize(terrain.GetGridStep()); objects.Add(wp, wpr); } }
public void Init() { if (_isInited) { return; } _world = WorldState.GetInstance(); _navigation = GetComponent <Navigation>(); _shooting = GetComponent <Shooting>(); _terrain = GetComponent <TerrainReasoning>(); _controller = GetComponent <SoldierController>(); _agentState = _controller.GetState(); _enemyState = _agentState.enemyState; }