public void Initialize(Action <GameObject> deathCallback) { this.deathCallback = deathCallback; Stat.Initialize(); MyEffectManager.UseTextEffect(); Dropper.Initialize(transform.parent, Stat.CurrentData.DropItemDatas, Stat.CurrentData.GoldData); PanelController.Initialize(); InitializeAttackSystems(); currentAI = GetComponent <IAIBehaviour>(); currentAI.Initialize(); }
void Awake() { // We need to create an FSM based on the graph definition. And initialize the state for the agent. fsm = BehaviourDefinition.Build <Gatherer>(); fsmRuntimeState = fsm.Initialize(ref agent); }
void Awake() { behaviourTree = BehaviourDefinition.Build <Gatherer>(); behaviourTreeState = behaviourTree.Initialize(ref agent); }