void Start() { mySubmarine = GameObject.FindGameObjectWithTag("Submarine"); mySubmarineScript = mySubmarine.GetComponent <SubmarineAIHelper>(); if (lineOrientation != null) { lineOrientation.positionCount = 2; } orientationStart = transform.position; orientationEnd = orientationStart; vision = 0; chaseSpeed = 1.4f; wandering = false; }
public override void OnStateEnter() { mySubmarine = (SubmarineAIHelper)GameObject.Find("Submarine").GetComponent <SubmarineAIHelper>(); if (mySubmarine != null) { float internalRadious = mySubmarine.internalRadius; float externalRadious = mySubmarine.externalRadius; float randomRadious = UnityEngine.Random.Range(internalRadious, externalRadious); float randomAngle = UnityEngine.Random.Range(0, 360); Vector3 randomPos = new Vector3( mySubmarine.transform.position.x + randomRadious * (float)Math.Cos(Math.PI / 180.0), 0, mySubmarine.transform.position.z + randomRadious * (float)Math.Sin(Math.PI / 180.0)); monster.transform.position = randomPos; monster.setState(new UnAware(monster, Vector3.zero)); } }