/// <summary> /// Remove all agents from the slots they currently paticipate in and delete them. /// </summary> public void killAll() { for (int i = 0; i < spawnedObjects.Length; i++) { if (spawnedObjects [i] != null) { NEEDSIM.NEEDSIMNode node = spawnedObjects[i].GetComponent <NEEDSIM.NEEDSIMNode>(); Simulation.Slot activeSlot = node.Blackboard.activeSlot; node.AffordanceTreeNode.Remove(); if (activeSlot != null) { activeSlot.AgentDeparture(); } else { Debug.Log("Active slot was null"); } GameObject.Destroy(spawnedObjects[i]); PopulationCount--; } } }
public virtual void Start() { animator = GetComponentInChildren <Animator>(); needsimNode = GetComponent <NEEDSIM.NEEDSIMNode>(); navMeshAgent = needsimNode.GetComponent <NavMeshAgent>(); //navMeshAgent.updatePosition = false; }
void Start() { needsimNode = gameObject.GetComponent <NEEDSIM.NEEDSIMNode>(); animators = new Animator[SpritesForSlots.Length]; for (int i = 0; i < SpritesForSlots.Length; i++) { animators[i] = SpritesForSlots[i].GetComponent <Animator>(); } }
void Start() { if (Slider.Length != NeedNames.Length) { Debug.LogError("NeedsUI is not correctly set up."); } outlines = new Outline[NeedNames.Length]; NEEDSIMNode = gameObject.GetComponent <NEEDSIM.NEEDSIMNode>(); targetRotation = Camera.main.transform.rotation; for (int i = 0; i < Slider.Length; i++) { outlines[i] = Slider[i].fillRect.gameObject.AddComponent <Outline>(); outlines[i].effectDistance = new Vector2(0.2f, -0.2f); } }
public virtual void Start() { animator = GetComponentInChildren <Animator>(); needsimNode = GetComponent <NEEDSIM.NEEDSIMNode>(); }