// Use this for initialization void Start() { baseScript = gameObject.GetComponent <TacticalAI.BaseScript>(); }
void AttachAIComponents(GameObject modelBase, Transform spineBoneTransform, Transform targetParentTrans, AnimatorController animController, Transform bulletSpawnTransform, Avatar ava, Transform eye) { //Create parent object and move it to the position of the model base GameObject parentObj = new GameObject(); parentObj.name = agentName; parentObj.transform.position = modelBase.transform.position; //parent model base to parent object modelBase.transform.parent = parentObj.transform; parentObj.AddComponent(typeof(UnityEngine.AI.NavMeshAgent)); parentObj.AddComponent(typeof(AudioSource)); if (bulletSpawnerTransform) { bulletSpawnerTransform.gameObject.AddComponent(typeof(AudioSource)); } parentObj.GetComponent <UnityEngine.AI.NavMeshAgent>().acceleration = 30; parentObj.GetComponent <UnityEngine.AI.NavMeshAgent>().angularSpeed = 100000; parentObj.GetComponent <UnityEngine.AI.NavMeshAgent>().stoppingDistance = 2; TacticalAI.BaseScript newBaseScript = (TacticalAI.BaseScript)parentObj.AddComponent(typeof(TacticalAI.BaseScript)); TacticalAI.RotateToAimGunScript newRotateToAimGunScript = (TacticalAI.RotateToAimGunScript)parentObj.AddComponent(typeof(TacticalAI.RotateToAimGunScript)); TacticalAI.HealthScript newHealthScript = (TacticalAI.HealthScript)parentObj.AddComponent(typeof(TacticalAI.HealthScript)); TacticalAI.SoundScript newSoundScript = (TacticalAI.SoundScript)parentObj.AddComponent(typeof(TacticalAI.SoundScript)); TacticalAI.CoverFinderScript newCoverFinderScript = (TacticalAI.CoverFinderScript)parentObj.AddComponent(typeof(TacticalAI.CoverFinderScript)); TacticalAI.GunScript newGunScript = (TacticalAI.GunScript)parentObj.AddComponent(typeof(TacticalAI.GunScript)); TacticalAI.AnimationScript newAnimationScript = (TacticalAI.AnimationScript)parentObj.AddComponent(typeof(TacticalAI.AnimationScript)); //Attach Animator to to modelBase if one doesn't exist if (!modelBase.GetComponent <Animator>()) { modelBase.AddComponent(typeof(Animator)); } //Assign controller to animator modelBase.GetComponent <Animator>().runtimeAnimatorController = animController; modelBase.GetComponent <Animator>().avatar = ava; //Recursively Attach hitboxes to all colliders AttachHitboxes(modelBase.transform, newHealthScript); //Create target object //TacticalAI.TargetScript currTarScript = (TacticalAI.TargetScript) targetObjParentTransform.gameObject.AddComponent(typeof(TacticalAI.TargetScript)); TacticalAI.TargetScript currTarScript = (TacticalAI.TargetScript)parentObj.AddComponent(typeof(TacticalAI.TargetScript)); currTarScript.targetObjectTransform = targetObjParentTransform; currTarScript.myTeamID = teamNumber; currTarScript.alliedTeamsIDs = new int[1]; currTarScript.alliedTeamsIDs[0] = teamNumber; currTarScript.enemyTeamsIDs = new int[1]; currTarScript.enemyTeamsIDs[0] = enemyTeamNumber; currTarScript.myAIBaseScript = newBaseScript; currTarScript.eyeTransform = eye; //Set connections newBaseScript.gunScript = newGunScript; newBaseScript.audioScript = newSoundScript; newBaseScript.headLookScript = newRotateToAimGunScript; newBaseScript.animationScript = newAnimationScript; newBaseScript.coverFinderScript = newCoverFinderScript; newRotateToAimGunScript.spineBone = spineBoneToRotate; newRotateToAimGunScript.bulletSpawnTransform = bulletSpawnTransform; //newRotateToAimGunScript.myBodyTransform = modelBase.transform; newHealthScript.rigidbodies = modelBase.GetComponentsInChildren <Rigidbody>(); for (var r = 0; r < newHealthScript.rigidbodies.Length; r++) { newHealthScript.rigidbodies[r].isKinematic = true; } newHealthScript.collidersToEnable = modelBase.GetComponentsInChildren <Collider>(); newHealthScript.gunScript = newGunScript; newHealthScript.rotateToAimGunScript = newRotateToAimGunScript; newHealthScript.animator = modelBase.GetComponent <Animator>(); newHealthScript.myTargetScript = currTarScript; newHealthScript.myAIBaseScript = newBaseScript; newHealthScript.soundScript = newSoundScript; newGunScript.myAIBaseScript = newBaseScript; newGunScript.animationScript = newAnimationScript; newGunScript.bulletSpawn = bulletSpawnerTransform; newGunScript.bulletObject = bulletObject; newGunScript.bulletSound = bulletSound; newAnimationScript.myBaseScript = newBaseScript; newAnimationScript.rotateGunScript = newRotateToAimGunScript; newAnimationScript.myAIBodyTransform = modelBase.transform; newAnimationScript.animator = modelBase.GetComponent <Animator>(); newAnimationScript.gunScript = newGunScript; newAnimationScript.turnSpeed = 7.0f; }