IEnumerator Start() { walker = (WalkSubsystem)gameObject.GetComponent("WalkSubsystem"); moveToPosition = GeneratePosition(); yield return StartCoroutine(FindResource()); Destroy(gameObject); }
IEnumerator Start() { walker = (WalkSubsystem)gameObject.GetComponent("WalkSubsystem"); moveToPosition = GeneratePosition(); yield return(StartCoroutine(FindResource())); Destroy(gameObject); }
IEnumerator Start() { walker = (WalkSubsystem)gameObject.GetComponent("WalkSubsystem"); moveToPosition = transform.parent.parent.parent.parent.FindChild("Commanders").position; // new Vector3(0,0,0);//BlackBoard.Instance.GetTaskTree(clan).GetOwnedNode(agentComponent.getAgentNumber()).GetPosition(); actionIsDone = false; yield return StartCoroutine(Migrate()); Debug.Log("Nu är subrutinen klar, och migratesubsystem tas bort"); Destroy(gameObject); }
IEnumerator Start() { walker = (WalkSubsystem)gameObject.GetComponent("WalkSubsystem"); moveToPosition = transform.parent.parent.parent.parent.FindChild("Commanders").position; // new Vector3(0,0,0);//BlackBoard.Instance.GetTaskTree(clan).GetOwnedNode(agentComponent.getAgentNumber()).GetPosition(); actionIsDone = false; yield return(StartCoroutine(Migrate())); Debug.Log("Nu är subrutinen klar, och migratesubsystem tas bort"); Destroy(gameObject); }
IEnumerator Start() { walker = (WalkSubsystem)gameObject.GetComponent("WalkSubsystem"); moveToPosition = BlackBoard.Instance.GetTaskTree(clan).GetOwnedNode(agentComponent.getAgentNumber()).GetPosition(); actionIsDone = false; yield return StartCoroutine(Assist()); Debug.Log("Nu är subrutinen klar, och assistsubsystem tas bort"); Destroy(gameObject); }
IEnumerator Start() { walker = (WalkSubsystem)gameObject.GetComponent("WalkSubsystem"); moveToPosition = BlackBoard.Instance.GetTaskTree(clan).GetOwnedNode(agentComponent.GetAgentNumber()).GetPosition(); //get the position from the agents owned node in the tasktree actionIsDone = false; yield return StartCoroutine(Assist()); //start a process that runs parallel to the other processes and wait on this line until the process is done Debug.Log("Nu är subrutinen klar, och assistsubsystem tas bort"); Destroy(gameObject); //remove this subsystem }
IEnumerator Start() { walker = (WalkSubsystem)gameObject.GetComponent("WalkSubsystem"); moveToPosition = BlackBoard.Instance.GetTaskTree(clan).GetOwnedNode(agentComponent.getAgentNumber()).GetPosition(); actionIsDone = false; yield return(StartCoroutine(Assist())); Debug.Log("Nu är subrutinen klar, och assistsubsystem tas bort"); Destroy(gameObject); }
IEnumerator Start() { walker = (WalkSubsystem)gameObject.GetComponent("WalkSubsystem"); moveToPosition = new Vector3(Random.Range(agentObject.transform.position.x - 20.0f, agentObject.transform.position.x + 20.0f), 0, Random.Range(agentObject.transform.position.z - 20.0f, agentObject.transform.position.z + 20.0f)); collected = false; actionIsDone = false; yield return(StartCoroutine(FindResource())); Destroy(gameObject); }
IEnumerator Start() { walker = (WalkSubsystem)gameObject.GetComponent("WalkSubsystem"); moveToPosition = BlackBoard.Instance.GetTaskTree(clan).GetOwnedNode(agentComponent.GetAgentNumber()).GetPosition(); //get the position from the agents owned node in the tasktree actionIsDone = false; yield return(StartCoroutine(Assist())); //start a process that runs parallel to the other processes and wait on this line until the process is done Debug.Log("Nu är subrutinen klar, och assistsubsystem tas bort"); Destroy(gameObject); //remove this subsystem }
IEnumerator Start() { walker = (WalkSubsystem)gameObject.GetComponent("WalkSubsystem"); //TODO: choose the nearest source to go to moveToPosition = (Vector3)agentComponent.GetWMemory().GetFact(facts[1])[0].GetFactValue(); collected = false; actionIsDone = false; yield return(StartCoroutine(FindResource())); Destroy(gameObject); }
IEnumerator Start() { walker = (WalkSubsystem)gameObject.GetComponent("WalkSubsystem"); //TODO: choose the nearest source to go to Debug.Log ("Försöker hitta, i wm, information om: " + facts[1]); moveToPosition = (Vector3)agentComponent.GetWMemory().GetFact(facts[1])[0].GetFactValue(); collected = false; actionIsDone = false; yield return StartCoroutine(FindResource()); Destroy(gameObject); }
void Start() { walker = (WalkSubsystem)gameObject.GetComponent("WalkSubsystem"); moveToPosition = agentObject.transform.position; walker.StartWalking(moveToPosition); }
void Start() { walker = (WalkSubsystem)gameObject.GetComponent("WalkSubsystem"); moveToPosition = new Vector3(30, 0, 30); walker.StartWalking(moveToPosition); }
IEnumerator Start() { walker = (WalkSubsystem)gameObject.GetComponent("WalkSubsystem"); moveToPosition = new Vector3(Random.Range(agentObject.transform.position.x - 20.0f, agentObject.transform.position.x + 20.0f), 0, Random.Range(agentObject.transform.position.z - 20.0f, agentObject.transform.position.z + 20.0f)); collected = false; actionIsDone = false; yield return StartCoroutine(FindResource()); Destroy(gameObject); }