public void Initialize(Vector3 position, int schoolSize) { nbFishes = schoolSize; //Debug.Log ("Generating " + nbFishes); Fish lead = (Fish)(Instantiate(leaderPrefab)) as Fish; lead.transform.position = position; for (int i = 0; i < nbFishes - 1; i++) { FollowingFish follow = (FollowingFish)Instantiate(followerPrefab) as FollowingFish; follow.transform.position = new Vector3(Random.Range(position.x, position.x + 50f), -2f, Random.Range(position.z, position.z + 50f)); follow.leader = lead; } }
void Start() { anim = GetComponent<Animator>(); col = GetComponent<CapsuleCollider>(); controller = GetComponent<CharacterController>(); followingFish = GetComponent<FollowingFish>(); barrierController = GetComponent<BarrierController>(); stateController = GetComponent<TurtleStateController>(); speedInMedium = 16.5f; minSpeedInMedium = 16.5f; maxSpeedInMedium = 20f; targetSpeedInMedium = 16.5f; currentlyAccelerating = false; initialMinimumSpeed = minSpeedInMedium; // FIXME remove the barriers stuff if (sequentialBarriers.Count > 0){ nextBarrier = sequentialBarriers[0]; nextBarrierInstance = barrierController.getBarrierInstanceFromBarrierGameObject(nextBarrier); } }