void Start() { aiFollow = GetComponent <AIFollow_07>(); wanderWaypoints = new List <Vector3>(); while (wanderWaypoints.Count < wanderListSize) { wanderWaypoints.Add(new Vector3(Random.Range(0, 160), 0, Random.Range(0, 120))); } workWaypointIndex = 0; wanderWaypointIndex = 0; assignedTarget = false; //When an agent spawns, he should start by wandering aState = agentState.Wandering; }
void Start() { aiFollow = GetComponent<AIFollow_07>(); wanderWaypoints = new List<Vector3>(); while (wanderWaypoints.Count < wanderListSize) { wanderWaypoints.Add(new Vector3(Random.Range(0, 160), 0, Random.Range(0, 120))); } workWaypointIndex = 0; wanderWaypointIndex = 0; assignedTarget = false; //When an agent spawns, he should start by wandering aState = agentState.Wandering; }
void Start() { _audioController = FindObjectOfType<AudioController> ().gameObject.GetComponent<AudioController> (); //_GUIController_SettlerInfo = GameObject.Find ("Folk_Female_Agent").GetComponent<GUIController_SettlerInfo> (); if (newAgent) { Debug.Log("NEW AGENT AS BEEN Triggered"); malePortraitIndex = UnityEngine.Random.Range (0, 12); femalePortraitIndex = UnityEngine.Random.Range (0, 6); //Gender genderArray = new string[2] { "Male", "Female" }; //Name maleFirstNameArray = new string[32] { "Daron", "Bernardo", "Grady", "Willie", "Malcolm", "Trevor", "Ken", "Todd", "Rand", "Jeff", "Kurt", "Alexis", "Vishesh", "Luigi", "Jake", "Reggie", "Loyd", "Darron", "Tyler", "Zachary", "Roderick", "Raiden", "Miguel", "Ender", "Colm", "Phil", "Niko", "Tyson", "Sacha", "Tariq", "Zeph", "Ram" }; femaleFirstNameArray = new string[32] { "Joye", "Argelia", "Sheryll", "Carma", "Sheri", "Anita", "Xuan", "Robyn", "Allie", "Darcie", "Sari", "Shayna", "Thea", "Christie", "Sanora", "Laryssa", "Weri", "Elicia", "Wanda", "Creola", "Heidi", "Irene", "Helene", "Elora", "Joselyn", "Margery", "Oona", "Clair", "Freya", "Yvonne", "Sue", "Miley" }; lastNameArray = new string[35] { "Slate", "Hazlewood", "Beckett", "Polo", "Mordecai", "McKnight", "Kerrigan", "Kellerman", "Stone", "Drake", "Richards", "Allard", "Black", "Steele", "Sparks", "Quan", "Sparrow", "Poehler", "Carnes", "Vivek", "Cumberbatch", "Weaver", "Clay", "Yu", "Keyes", "Baird", "Crane", "Gould", "Valentine", "Frost", "Stark", "McDonald", "Willis", "Kirby", "Goldblum" }; //Create Random Variables randomFirstName = UnityEngine.Random.Range (0, 32); randomLastName = UnityEngine.Random.Range (0, 35); randomGender = Random.Range (0, (genderArray.Length)); wait = Random.Range(1.0f, 3.0f); //Assigns random names and photos according to gender //Variable firstLastName outputs first and last name. variable settlerNameAndRole outputs name, what settler is currently doing, and their assigned role if (gender == "Male"){ firstLastName = (maleFirstNameArray[randomFirstName] + " " + lastNameArray[randomLastName]); portraitIndex = malePortraitIndex; } else { firstLastName = (femaleFirstNameArray[randomFirstName] + " " + lastNameArray[randomLastName]); portraitIndex = femalePortraitIndex; } //Init the agent's hunger value to 0 when spawned (they shouldnt be hungry at start) hungerValue = 0; //Init the agent's health to 100 when spawned (they should be perfectly healthy) health = 100; //Init the agent's happyness to 100 when spawned (they should be perfectly happy) moraleLevel = 100; //Init the agent's perception to 10% when spawned (this is the standard starting value for all agents) perception = 10; //When the agent spawns, there is a 50% chance to spawn idle or wander WanderOrIdle(50.0f); } aiFollow = GetComponent<AIFollow_07> (); wanderWaypoints = new List<Vector3> (); //Populate the following waypoints when an agent is spawned while (wanderWaypoints.Count < wanderListSize) { wanderWaypoints.Add (new Vector3 (Random.Range (-30, 35), 0, Random.Range (-40, 10))); } //Get all storage waypoints when the agent is spawned, agent should know a known food source at spawn storageWaypoints = new List<GameObject> (GameObject.FindGameObjectsWithTag ("StorageWaypoint")); agentAnim = GetComponent<Animator>(); gameController = GameObject.FindGameObjectWithTag ("GameController").GetComponent<GameController> (); //init all waypoint index's to 0 and set the storage waypoint indext to a random value within the scope of the storage list workWaypointIndex = 0; wanderWaypointIndex = 0; storageWaypointIndex = Random.Range (0, storageWaypoints.Count); //Agent should have no current assigned target assignedTarget = false; //Agent should not have populated any worker lists populateList = false; if (aState == null){ //When an agent spawns, he should start by wandering if there is no starting state aState = agentState.Wandering; } if(aState != agentState.Working) { //if (jobState == jobSubState.Default) { //When the agent spawns, there is a 50% chance to spawn idle or wander WanderOrIdle(50.0f); } //Once everything has been set, begin consuming resources BeginFeeding(); }