예제 #1
0
    // Use this for initialization
    void Start()
    {
        appraisal       = GetComponent <Appraisal>();
        agentComponent  = GetComponent <AgentComponent>();
        affectComponent = GetComponent <AffectComponent>();
        InitAppraisalStatus();

        Leader = this.transform.parent.GetComponent <LeaderComponent>().leader;

        UpdateAttractor();

        if (agentComponent.id % 4 == 0)
        {
            bannerCarrier = true;
            banner        = (GameObject)Instantiate(UnityEngine.Resources.Load("banner"));
        }
    }
예제 #2
0
    // Use this for initialization
    void Start()
    {
        appraisal       = GetComponent <Appraisal>();
        agentComponent  = GetComponent <AgentComponent>();
        affectComponent = GetComponent <AffectComponent>();
        steering        = GetComponent <SteeringController>();

        //   navmeshAgent.radius -= 0.1f; //smaller than regular size
        //navmeshAgent.speed += 0.6f; //faster than regular speed
        agentComponent.walkingSpeed = steering.maxSpeed;

        counterPos    = GameObject.Find("counter").transform.position;
        cashier       = GameObject.Find("cashier");
        storeEntrance = GameObject.Find("storeEntrance");

        acquiredObjCnt = 0;
        desiredObjCnt  = (int)(5f * affectComponent.personality[(int)OCEAN.E] + 6f); //correlated to extroversion [1 11]


        InitAppraisalStatus();
    }
예제 #3
0
 void OnEnable()
 {
     affect = target as AffectComponent;
 }
예제 #4
0
 void OnEnable()
 {
     affect = target as AffectComponent;
 }
예제 #5
0
    // Use this for initialization
    void Start()
    {
        appraisal = GetComponent<Appraisal>();
        agentComponent = GetComponent<AgentComponent>();
        affectComponent = GetComponent<AffectComponent>();
        steering = GetComponent<SteeringController>();

         //   navmeshAgent.radius -= 0.1f; //smaller than regular size
        //navmeshAgent.speed += 0.6f; //faster than regular speed
        agentComponent.walkingSpeed = steering.maxSpeed;

        counterPos = GameObject.Find("counter").transform.position;
        cashier = GameObject.Find("cashier");
        storeEntrance = GameObject.Find("storeEntrance");

        acquiredObjCnt = 0;
        desiredObjCnt = (int)(5f * affectComponent.personality[(int)OCEAN.E] + 6f); //correlated to extroversion [1 11]

        InitAppraisalStatus();
    }
예제 #6
0
    // Use this for initialization
    void Start()
    {
        appraisal = GetComponent<Appraisal>();
        agentComponent = GetComponent<AgentComponent>();
        affectComponent = GetComponent<AffectComponent>();
        InitAppraisalStatus();

        Leader = this.transform.parent.GetComponent<LeaderComponent>().leader;

        UpdateAttractor();

        if(agentComponent.id % 4 == 0) {
            bannerCarrier = true;
            banner = (GameObject)Instantiate(UnityEngine.Resources.Load("banner"));
        }
    }