// Use this for initialization void Start() { CollisionDelegator delegator = gameObject.AddComponent <CollisionDelegator>() as CollisionDelegator; delegator.attach(GameController.Instance.handleEnterCollision, GameController.Instance.handleExitCollision); StartCoroutine(TimeToLive()); }
private void Start() { CollisionDelegator delegator = gameObject.AddComponent <CollisionDelegator>() as CollisionDelegator; delegator.attach(GameController.Instance.handleEnterCollision, GameController.Instance.handleExitCollision); myState.alive = true; //start a coroutine that will "Bob" up and down StartCoroutine(Bob()); }
void Start() { Rigidbody rigidBody = GetComponent <Rigidbody>(); anim = GetComponent <Animation>(); CollisionDelegator delegator = gameObject.AddComponent <CollisionDelegator>() as CollisionDelegator; delegator.attach(GameController.Instance.handleEnterCollision, GameController.Instance.handleExitCollision); //anim = GetComponent<Animator>(); var aSources = gameObject.GetComponents <AudioSource>(); fireSound = aSources[0]; flybySound = aSources[1]; myState.playerSpotted = false; myState.alive = true; //build subsumption rulesList.Add(new SubsumptionRule(60, OrientDown)); rulesList.Add(new SubsumptionRule(50, RunAway)); rulesList.Add(new SubsumptionRule(30, Idle)); rulesList.Add(new SubsumptionRule(10, AttackPlayer)); foreach (SubsumptionRule currRule in rulesList) { SubsumptionRules.Add(currRule.priority, currRule); } var player = GameObject.Find("PlayerShip"); if (player != null) { var playerBrain = player.GetComponent <PilotController>(); if (player.activeInHierarchy && !playerBrain.invuln && !playerBrain.dying) { Vector3 playerPos = player.GetComponent <Rigidbody>().position; Vector3 deltaVectorP = playerPos - transform.position; //Debug.Log("deltaP: " + deltaVectorP.x + "," + deltaVectorP.y + "," + deltaVectorP.z); myState.desiredHeading = deltaVectorP; myState.dirToPlayer = deltaVectorP.normalized; //Debug.Log("deltaPnormal: " + myState.dirToPlayer.x + "," + myState.dirToPlayer.y + "," + myState.dirToPlayer.z); myState.distToPlayer = Vector3.Distance(playerPos, rigidBody.position); } } StartCoroutine(ProcessBehaviours()); }
// Use this for initialization void Start() { //FOG //Set the background color playerCamera.backgroundColor = new Color(0.0f, 0.4f, 0.7f, 1f); rearView.backgroundColor = new Color(0.0f, 0.4f, 0.7f, 1f); //========= RenderSettings.fog = true; RenderSettings.fogColor = new Color(0.0f, 0.4f, 0.7f, 0.6f); RenderSettings.fogDensity = 0.03f; RenderSettings.skybox = null; //END FOG var aSources = gameObject.GetComponents <AudioSource>(); alarmSound = aSources[0]; thrusterSound = aSources[1]; hitSound = aSources[2]; deathSound = aSources[3]; hitEnemySound = aSources[4]; MaxThrust = 100; ship = GetComponent <Rigidbody>(); laserSound = GameObject.Find("Laser Sound").GetComponent <AudioSource>(); int i; for (i = 0; i < 10; i++) { healthLevels[i].SetActive(false); } CollisionDelegator delegator = gameObject.AddComponent <CollisionDelegator>() as CollisionDelegator; delegator.attach(GameController.Instance.handleEnterCollision, GameController.Instance.handleExitCollision); StartCoroutine(HandleShooting()); screenFlash.CrossFadeAlpha(0.0f, 0.0f, false); }