void Start() { controller = GetComponent <ActorMove>(); if (controller != null) { controller.SetActorState(seekerState); controller.SetGroup(group); } }
// Use this for initialization void Start() { Pos = new Vector2(transform.position.x - PathFind.instance.m_map.mapStartPos.x, transform.position.z - PathFind.instance.m_map.mapStartPos.z); neighbourRadiusSquaredMoving = neighbourRadiusMoving * neighbourRadiusMoving; neighbourRadiusSquaredIdle = neighbourRadiusIdle * neighbourRadiusIdle; SetNeighbourRadius(seekerState); neighbours = new Seeker[SeekerMovementManager.maxNeighbourCount]; SeekerMovementManager.AddSeeker(this); controller = GetComponent <ActorMove>(); if (controller != null) { controller.SetActorState(seekerState); controller.SetGroup(group); } }