// Use this for initialization void Start() { //if (!NA.isClient()) //local mode { velocity = new Vector3(); //velocity = UnityEngine.Random.onUnitSphere * 2.0f; //transform.forward = velocity; acceleration = new Vector3(); neighborhood = new List <SteeringVehicle>(); behaviors = new List <SteeringBehavior>(); behaviors.Add(new Separation(this, steeringWeightSeparation)); behaviors.Add(new Cohesion(this, steeringWeightCohesion)); behaviors.Add(new Alignment(this, steeringWeightAlignment)); steerPerch = new Arrival(this, steeringWeightHoming, target, 2.0f); PickNewPerch(); behaviors.Add(steerPerch); if (flockManager != null) { flockManager.AddVehicle(this); } } }
void Activate() { velocity = new Vector3(); //velocity = UnityEngine.Random.onUnitSphere * 2.0f; //transform.forward = velocity; acceleration = new Vector3(); neighborhood = new List <SteeringVehicle>(); behaviors = new List <SteeringBehavior>(); behaviors.Add(new Separation(this, steeringWeightSeparation)); behaviors.Add(new Cohesion(this, steeringWeightCohesion)); behaviors.Add(new Alignment(this, steeringWeightAlignment)); steerPerch = new Arrival(this, steeringWeightHoming, target, 2.0f); PickNewPerch(); behaviors.Add(steerPerch); if (flockManager != null) { flockManager.AddVehicle(this); } GetComponent <AudioSource>().enabled = true; vehicleActive = true; }