/// <summary> /// Registers the AI in the level and finds the other players. /// </summary> private void Start() { bard = GetComponent<AIBard>(); control = GetComponent<AIControl>(); enabledRhythms = LevelManager.instance.EnabledRhythms; LevelControllerManager.instance.AddPlayer(control.player, control); bard.timingVariance = 0.1f; MinionTuneSpawn minion = GetComponent<MinionTuneSpawn>(); PlayerID selfID; if (minion != null) { selfID = minion.owner; } else { selfID = control.player; } otherPlayers = new List<BaseControl>(); BaseControl[] otherPlayersArray = FindObjectsOfType<BaseControl>(); foreach (BaseControl otherPlayer in otherPlayersArray) { if (otherPlayer.player != selfID && otherPlayer.GetComponent<MinionTuneSpawn>() == null) { otherPlayers.Add(otherPlayer); } } InitializeAI(); }
/// <summary> /// Registers the AI in the level and finds the other players. /// </summary> private void Start() { control = GetComponent <AIControl>(); life = GetComponent <PlayerLife>(); enabledRhythms = LevelManager.instance.EnabledRhythms; if (!LevelManager.instance.HasPlayer(control.player)) { LevelControllerManager.instance.AddPlayer(control.player, control); } bard.timingAccuracy = 0.9f; FindOtherPlayers(); InitializeAI(); }