public void Initialize(AICharacterBrain _Brain) { brain = _Brain; aiSettings = _Brain.GetComponent <AISettings>(); if (aiSettings.m_SurfaceConscious) { m_AISurfaceConscious.Initialize(brain); } }
public void InitializeDictionary(AICharacterBrain _Brain) { aiSetting = _Brain.GetComponent <AISettings>(); //将所有用户设置的关系加入dictionary //Debug.Log(aiSetting.m_PreSetAcquaintanceInfo.Count); for (int i = 0; i < aiSetting.m_PreSetAcquaintanceInfo.Count; i++) { m_Acquaintance.Add(aiSetting.m_PreSetAcquaintanceInfo[i].PreSetObject.name, aiSetting.m_PreSetAcquaintanceInfo[i].PreSetRelationship); } }
public override bool MatchedChangeCondition(AICharacterBrain _Brain) { animator = _Brain.GetComponent <Animator>(); animStateInfomation = animator.GetCurrentAnimatorStateInfo(0); for (int i = 0; i < matchAnimatorName.Length; i++) { if (animStateInfomation.IsName(matchAnimatorName[i])) { return(true); } } return(false); }
//private LearnedBehavior currentLearnedBehavior;//当前决定所对应的学习性行为 /// <summary> /// 初始化LearnedBehaviorManager /// </summary> /// <param name="_Brain">传入的AIbrain</param> public void Initialize(AICharacterBrain _Brain) { brain = _Brain; aiSettings = _Brain.GetComponent <AISettings>(); // Debug.Log(aiSettings.m_PatrolPlace[0].position); baseMoveManager = _Brain.m_BaseMoveManager; for (int i = 0; i < aiSettings.m_PatrolPlace.Count; i++) { if (aiSettings.m_PatrolPlace[i] != null) { m_PatrolTargets.Add(aiSettings.m_PatrolPlace[i].position); } } InitializeDecision(); }
public override bool MatchedChangeCondition(AICharacterBrain _Brain) { animator = _Brain.GetComponent <Animator>(); animStateInfomation = animator.GetCurrentAnimatorStateInfo(0); if ((_Brain.m_SensorManager.M_GetCurrentEnemyTarget().transform.position - _Brain.m_CurrentTransform.position).sqrMagnitude > farAwayDistance * farAwayDistance) { bool _flagOfMove = true; for (int i = 0; i < matchAnimatorName.Length; i++) { if ((animStateInfomation.IsName(matchAnimatorName[i]))) { _flagOfMove = false; break; } } if (_flagOfMove) { return(true); } } return(false); }
public virtual void Initialize(AICharacterBrain _Brain) { m_brain = _Brain; m_Animator = _Brain.GetComponent <Animator>(); m_learnedBehaviorManager = _Brain.m_LearnedBehaviorManager; }
public override void InitializeSensor(AICharacterBrain _Brain) { brain = _Brain; aiSettings = _Brain.GetComponent <AISettings>(); }
/// <summary> /// 用于传入参数 /// </summary> /// <param name="_Brain">接收外部传入的aicharacterBrain </param> public void Initialize(AICharacterBrain _Brain) { brain = _Brain; navMeshAgent = brain.GetComponent <NavMeshAgent>(); }