private void Awake() { aiPath = GetComponent <RichAI>(); characterAnim = GetComponent <CharacterAnimCpt>(); rvoController = GetComponent <RVOController>(); rvoController.priority = Random.Range(0f, 1f); }
// Start is called before the first frame update void Awake() { mind = GetComponent <CreatureMind>(); goAi = GetComponent <AIDestinationSetter>(); wanderAI = GetComponent <WanderingDestinationSetter>(); ai = GetComponent <RichAI>(); maxSpeed = ai.maxSpeed; nextDecision = Random.Range(0, brainTime); //testing! rb = GetComponent <Rigidbody>(); jumpTimeOffset = Random.Range(0, 9); text = transform.GetChild(0).GetComponent <TextMesh>(); text.text = ""; //test soundmaking sm = GetComponent <SoundMaker>(); ih = gameObject.AddComponent <ItemHandler>(); health = gameObject.AddComponent <Health>(); effects = new List <ParticleSystem>(); chatLog = ChatLog.instance; foreach (Transform child in transform) { ParticleSystem s = child.GetComponent <ParticleSystem>(); if (s) { effects.Add(s); } } }
// Use this for initialization void Start() { _mousFun = MouseFunctions.instance; if (_mousFun == null) { Debug.LogWarning("Mouse function not assign in scenes!!"); } _mousFun.Right_Click_Once_Event += _mousFun_Right_Click_Once_Event; _mousFun.Right_Double_Click_Event += _mousFun_Right_Double_Click_Event; _mousFun.Left_Click_Once_Event += _mousFun_Left_Click_Once_Event; _mousFun.Left_Double_Click_Event += _mousFun_Left_Double_Click_Event; _bt = GetComponent <BehaviorTree>(); if (_bt == null) { Debug.LogWarning("No BehaviorTree attach!!!"); return; } _CC = Camera_Controller.Instance; if (_CC == null) { Debug.LogWarning("No camera controller!!!"); } _CC.Camera_Mode_Change_Event += _Camera_Mode_Changed; _RichAI = GetComponent <RichAI>(); _AIPath = GetComponent <AIPath>(); }
void Awake() { mRichAI = GetComponent <RichAI>(); mSquadData = new SquadData(); mUnitTransformList = new List <Transform>(); mEnemySquadDic = new Dictionary <int, SquadController>(); InitAwake(); mIdleState.mdGetInState += SquadIdleGetInFunc; mIdleState.mdGetOutState += SquadIdleGetOutFunc; mIdleState.mdExcuteState += SquadIdleExcuteFunc; mWalkState.mdGetInState += SquadWalkGetInFunc; mWalkState.mdExcuteState += SquadWalkExcuteFunc; mWalkState.mdGetOutState += SquadWalkGetOutFunc; mAttackState.mdGetInState += SquadAttackGetInFunc; mAttackState.mdExcuteState += SquadAttackExcuteFunc; mAttackState.mdGetOutState += SquadAttackGetOutFunc; mPrepareState.mdGetInState += SquadPrepareGetInFunc; mPrepareState.mdExcuteState += SquadPrepareExcuteFunc; mPrepareState.mdGetOutState += SquadPrepareGetOutFunc; mDieState.mdGetInState += SquadDieGetInFunc; mDieState.mdExcuteState += SquadDieExcuteFunc; mDieState.mdGetOutState += SquadDieGetOutFunc; mStateMachine.StartWorking(); EventManager.GetInstance().AddEventListener(EventId.SomeSquadDie, SomeSquadDie); EventManager.GetInstance().AddEventListener(EventId.ReSetPosition, ReSetPosition); }
void Awake() { richAI = GetComponent <RichAI>(); seeker = GetComponent <Seeker>(); aStar = GetComponent <AstarPath>(); player = GameObject.FindGameObjectWithTag("Player"); //playerHealth = player.GetComponent<PlayerHealth>; //enemyHealth = GetComponenet<EnemyHealth>; anim = transform.GetComponentInChildren <Animator>(); guardSprite = transform.GetComponentInChildren <SpriteRenderer>(); richAI.funnelSimplification = true; //GotoNextPoint(); //navMeshAreas = NavMesh.CalculateTriangulation(); //polygons = navMeshAreas.indices; //verticies = navMeshAreas.vertices; //Mesh mesh = sphere.GetComponent<MeshFilter>().mesh; //mesh.Clear(); //mesh.vertices = verticies; //mesh.triangles = polygons; }
public ChaseTargetFromADistanceState(Transform target, RichAI richAI, AIDestinationSetter destinationSetter, Func <bool> stoppingStatement) { _target = target; _richAI = richAI; _destinationSetter = destinationSetter; _stoppingStatement = stoppingStatement; }
void OnEnable() { ai = GetComponent <RichAI>(); if (ai != null) { ai.onTraverseOffMeshLink += TraverseOffMeshLink; } }
// Token: 0x06002A04 RID: 10756 RVA: 0x001C2A6B File Offset: 0x001C0C6B private void OnDisable() { if (this.ai != null) { RichAI richAI = this.ai; richAI.onTraverseOffMeshLink = (Func <RichSpecial, IEnumerator>)Delegate.Remove(richAI.onTraverseOffMeshLink, new Func <RichSpecial, IEnumerator>(this.TraverseOffMeshLink)); } }
// Token: 0x06002A03 RID: 10755 RVA: 0x001C2A1C File Offset: 0x001C0C1C private void OnEnable() { this.ai = base.GetComponent <RichAI>(); if (this.ai != null) { RichAI richAI = this.ai; richAI.onTraverseOffMeshLink = (Func <RichSpecial, IEnumerator>)Delegate.Combine(richAI.onTraverseOffMeshLink, new Func <RichSpecial, IEnumerator>(this.TraverseOffMeshLink)); } }
protected override void Awake() { base.Awake(); ai = GetComponent <RichAI>(); anim = GetComponent <Animator>(); if (UseRigidBody) { body = GetComponentInChildren <Rigidbody>(); } }
private void OnTriggerEnter(Collider other) { if (other.tag == "Enemy") { RichAI rAI = other.GetComponent <RichAI>(); rAI.HomeRun(); sound(); Instantiate(_impactPrefab, transform.position, Camera.main.transform.rotation); } }
void Awake() { // agent = GetComponent<NavMeshAgent>(); astarAgent = GetComponent <IAstarAI>(); richAgent = GetComponent <RichAI>(); seeker = GetComponent <Seeker>(); fov = GetComponent <FieldOfView>(); stateController = GetComponent <StateController>(); // agent.speed = speed; astarAgent.maxSpeed = speed; attackCycleReady = true; }
/// <summary> /// Пытается сменить цель, а также обновляет список пройденных чекпоинтов /// </summary> public static void TryChangeTarget(MonoBehaviour self, RichAI richaAI, Checkpoint checkPoint, List <Checkpoint> traversedCheckpoints) { if (!self.enabled) { return; } if (!traversedCheckpoints.Contains(checkPoint)) { var target = RandomUtils.GetRandomWithoutExcludeds(checkPoint.NextCheckpoints, traversedCheckpoints.ToArray()).transform; if (target == null) { Debug.LogError("next target not found in checkpoint", self); return; } richaAI.target = target; traversedCheckpoints.Add(checkPoint); } }
void Awake() { AIBehaviors ai = GetComponent <AIBehaviors>(); if (target == null) { target = new GameObject().transform; } richAI = GetComponent <RichAI>(); richAI.target = target; if (richAI == null) { Debug.LogError("You must add the 'RichAI' component to the Game Object '" + name + "' in order to use the Astar Pathfinding Project integration."); return; } richAI.target = target; ai.externalMove = OnMove; }
// Use this for initialization void Awake() { mEnemyTrans = new List <Transform>(); //mForceAttackList = new List<Transform>(); mUnitData = new UnitData(); mRVOController = transform.GetComponent <RVOController>(); mRichAI = transform.GetComponent <RichAI>(); mThinkTime = mThinkTimeSpace; mUnitAnimation = GetComponentInChildren <Animation>(); InitAwake(); mIdleState.mdGetInState += UnitIdleGetInFunc; mIdleState.mdGetOutState += UnitIdleGetOutFunc; mIdleState.mdExcuteState += UnitIdleExcuteFunc; mWalkState.mdGetInState += UnitWalkGetInFunc; mWalkState.mdExcuteState += UnitWalkExcuteFunc; mWalkState.mdGetOutState += UnitWalkGetOutFunc; mAttackState.mdGetInState += UnitAttackGetInFunc; mAttackState.mdExcuteState += UnitAttackExcuteFunc; mAttackState.mdGetOutState += UnitAttackGetOutFunc; mPrepareState.mdGetInState += UnitPrepareGetInFunc; mPrepareState.mdExcuteState += UnitPrepareExcuteFunc; mPrepareState.mdGetOutState += UnitPrepareGetOutFunc; mDieState.mdGetInState += UnitDieGetInFunc; mDieState.mdExcuteState += UnitDieExcuteFunc; mDieState.mdGetOutState += UnitDieGetOutFunc; mStateMachine.StartWorking(); //the Event handlers SetUpEventHandlers(); }
private void OnValidate() { if (_destinationSetter == null) { _destinationSetter = this.GetComponent <AIDestinationSetter>(); } if (_richAI == null) { _richAI = this.GetComponent <RichAI>(); } if (_turret == null) { _turret = this.GetComponentInChildren <ATurret>(); } if (_seeker == null) { _seeker = this.GetComponentInChildren <Seeker>(); } }
protected void Awake() { _ai = GetComponent <RichAI>(); _anim = GetComponent <Animator>(); // Used to determine root motion _blackboard = GetComponent <Blackboard>(); }