public virtual void Initialize(BehaviourProcessor behaviourProcessor)
        {
            this.behaviourProcessor = behaviourProcessor;
            cachedTransform         = behaviourProcessor.transform;
            cachedObject            = behaviourProcessor.gameObject;

            taskProcessor.Initialize(this);
        }
Esempio n. 2
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        public void Initialize(BehaviourProcessor behaviour)
        {
            behaviourProcessor = behaviour;

            for (int i = 0; i < composites.Length; i++)
            {
                composites[i].Initialize(behaviour);
            }

            for (int i = 0; i < actions.Length; i++)
            {
                actions[i].Initialize(behaviour);
            }
        }
Esempio n. 3
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        public void Initialize(BehaviourProcessor behaviourProcessor)
        {
            this.behaviourProcessor = behaviourProcessor;

            for (int i = 0; i < composites.Length; i++)
            {
                composites[i].Initialize(behaviourProcessor);
            }

            for (int i = 0; i < actions.Length; i++)
            {
                actions[i].Initialize(behaviourProcessor);
            }

            for (int i = 0; i < states.Length; i++)
            {
                states[i].Initialize(behaviourProcessor);
            }

#if UNITY_EDITOR
            currentStateName = states[0].StateName;
#endif
        }
        public override void Initialize(Task task)
        {
            base.Initialize(task);

            behaviourProcessor = task.BehaviourProcessor;
        }