void Start() { objectAsReference.transform.position = transform.position; //set up the resting position gameobject if(transform.Find(nameOfRestingPosition) == null ) { restingPosition = new GameObject( nameOfRestingPosition ); restingPosition.transform.parent = transform; restingPosition.transform.position = transform.position; restingPosition.transform.localRotation = Quaternion.Euler( new Vector3( 90f, 0f, 0f) ); restingPosition.transform.localPosition -= new Vector3( 0f, 0.4f, 0f ); } else { restingPosition = transform.Find(nameOfRestingPosition).gameObject; } //set up cache correctly brain = transform.parent.parent.GetComponent<AIStateManager>(); weaponController = transform.parent.parent.GetComponent<AIWeaponController>(); }
private void Start() { aiCharacter = GetComponentInParent <AIStateManager>(); longerVisionConePosition = new Vector3(transform.position.x, transform.position.y, (transform.position.z * 2)); longerVisionConeScale = new Vector3(transform.localScale.x, (transform.localScale.y * 2), transform.localScale.z); originalVisionConePosition = transform.position; originalVisionConeScale = transform.localScale; }
private void Start() { soldierIncrease = maxSoldiers + 2; AIState = AIStateManager.Instance; playerTownHall = GameObject.Find("TownHall(Clone)"); aiTownHall = GameObject.Find("EnemyTownHall(Clone)"); mercenary = GetComponent <Mercenary>(); animator = GetComponent <Animator>(); ConfigureMercenarySettings(); }
private void OnGUI() { AIState = EditorGUILayout.TextField("State's Name", AIState); aio = (AIOwner)EditorGUILayout.EnumPopup("AI's type", aio); if (GUILayout.Button("Add new AI state") && AIState != null) { AIStateManager.AddNewAIState(AIState, aio.ToString()); } }
private void Start() { AIStateManager state = new AIStateManager(); animator = GetComponent <Animator>(); enManager = EnemyWorkerManager.Instance; setSpawnLocation(this.transform); createDictionary(); InvokeRepeating("checkUnderAttack", 2.0f, 2.0f); grid = FindObjectOfType <Grid>(); }
private void SetupStates() { _stateManager = GetComponent <AIStateManager>(); _initialStates = new Dictionary <Type, BaseAIState> { { typeof(UnawareState), new UnawareState(this) }, { typeof(AwareState), new AwareState(this) }, { typeof(PatrolState), new PatrolState(this) }, { typeof(AgressiveState), new AgressiveState(this) } }; _stateManager.SetStates(_initialStates); }
public override void Init(SpawnManager spawner, TeamColor team) { base.Init(spawner, team); this.spawner = spawner; this.teamColor = team; //Get singleton controllers GameManager gameaManager = GameManager.Instance; GameSettings gameSettings = GameManager.Instance.gameSettings; SceneController sceneController = gameaManager.sceneController; if (enemyState == null) { enemyState = this.gameObject.AddComponent <AIStateManager>(); } avoidanceSystem = this.GetComponent <AvoidanceSystem>(); //Initialise audio system audioSystem = this.GetComponent <VesselAudioSystem>(); audioSystem.Init(EntityType.AiComputer); //Initialise Stat Handler VesselShipStats vesselStats = gameSettings.vesselStats.Where(x => x.type == vesselSelection).First(); BaseStats enemyStats = vesselStats.baseShipStats; statHandler = new StatHandler(enemyStats, EntityType.AiComputer, this); //Initialises the movement systems AIMovementController movementController = this.GetComponent <AIMovementController>(); movementController.Init(vesselStats); // Initialise health system AIHealthSystem healthSystem = this.GetComponent <AIHealthSystem>(); healthSystem.Init(statHandler); //Set weapon systems and state SetWeaponSystems(vesselStats, sceneController); SetState <AIPursuit>(); //Returns pointer UI attachedPointer = GameManager.Instance.sceneController.dynamicHud.pointerManagerUI.CreateNewPointer(gameObject.transform, vesselStats.speed); }
void Awake() { //iniate audio source and cache variables if (GetComponent <AudioSource>() == null) { c_Audio = gameObject.AddComponent <AudioSource>(); } else { c_Audio = GetComponent <AudioSource>(); } brain = GetComponent <AIStateManager>(); previousState = brain.currentState; previousPanic = brain.panic; //set the pitch correctly c_Audio.pitch = basePitch; c_Audio.pitch = c_Audio.pitch + Random.Range(-randomPitch, randomPitch); }
void Awake() { //iniate audio source and cache variables if(GetComponent<AudioSource>() == null) { c_Audio = gameObject.AddComponent<AudioSource>(); } else { c_Audio = GetComponent<AudioSource>(); } brain = GetComponent<AIStateManager>(); previousState = brain.currentState; previousPanic = brain.panic; //set the pitch correctly c_Audio.pitch = basePitch; c_Audio.pitch = c_Audio.pitch + Random.Range( -randomPitch, randomPitch); }
void Start() { objectAsReference.transform.position = transform.position; //set up the resting position gameobject if (transform.Find(nameOfRestingPosition) == null) { restingPosition = new GameObject(nameOfRestingPosition); restingPosition.transform.parent = transform; restingPosition.transform.position = transform.position; restingPosition.transform.localRotation = Quaternion.Euler(new Vector3(90f, 0f, 0f)); restingPosition.transform.localPosition -= new Vector3(0f, 0.4f, 0f); } else { restingPosition = transform.Find(nameOfRestingPosition).gameObject; } //set up cache correctly brain = transform.parent.parent.GetComponent <AIStateManager>(); weaponController = transform.parent.parent.GetComponent <AIWeaponController>(); }
// Start is called before the first frame update void Start() { // Attach Instance aiManager = this; }
void Start() { aiState = AIStateManager.Instance; resources = ResourceManager.Instance; }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { ai = animator.GetComponent <AIMercenary>(); aiState = AIStateManager.Instance; }