// Start is called before the first frame update void Start() { Random.InitState(42); randomSeed = new float[10]; for (int i = 0; i < randomSeed.Length; i++) { randomSeed[i] = Random.Range(0, 5); Debug.Log(randomSeed[i]); } m_rotateObject = GetComponent <RotateObject>(); avoidObstacle = GetComponent <AvoidObstacle>(); }
// Vector3 aiDistance; //AvoidObstacle avoidObstacle; // Start is called before the first frame update void Start() { Random.InitState(42); randomSeed = new float[10]; for (int i = 0; i < randomSeed.Length; i++) { randomSeed[i] = Random.Range(0, 5); //Debug.Log(randomSeed[i]); } //m_rotateObject = GetComponent<RotateObject>(); m_moveTowardTarget = GetComponent <SensorAI>(); avoidObstacle = wallPosition.GetComponent <AvoidObstacle>(); rttObject = GetComponent <RotateObject>(); }
// Start is called before the first frame update void Start() { myMoveType = new AvoidObstacle(); myMoveType.character = this; myMoveType.target = myTarget; myMoveType.flee = flee; mySeekRotateType = new Face(); mySeekRotateType.character = this; mySeekRotateType.target = myTarget; myFleeRotateType = new LookWhereGoing(); myFleeRotateType.character = this; myFleeRotateType.target = myTarget; }
// Start is called before the first frame update void Start() { myMoveType = new AvoidObstacle(); myMoveType.character = this; myMoveType.target = myTarget; }
private void Start() { //Separate Separation separation = new Separation(); separation.character = this; GameObject[] goBirds = GameObject.FindGameObjectsWithTag("Bee"); kBirds = new Kinematic[goBirds.Length - 1]; int a = 0; for (int i = 0; i < goBirds.Length - 1; i++) { if (goBirds[i] == this) { continue; } kBirds[a++] = goBirds[i].GetComponent <Kinematic>(); } separation.targets = kBirds; //Cohere Arrive cohere = new Arrive(); cohere.character = this; cohere.target = myCohereTarget; //Rotate LookWhereGoing myRotateType = new LookWhereGoing(); myRotateType.character = this; blendedSteering = new BlendedSteering(); blendedSteering.behaviors = new WeightedBehavior[3]; blendedSteering.behaviors[0] = new WeightedBehavior(); blendedSteering.behaviors[0].behavior = separation; blendedSteering.behaviors[0].weight = 1f; blendedSteering.behaviors[1] = new WeightedBehavior(); blendedSteering.behaviors[1].behavior = cohere; blendedSteering.behaviors[1].weight = 1f; blendedSteering.behaviors[2] = new WeightedBehavior(); blendedSteering.behaviors[2].behavior = myRotateType; blendedSteering.behaviors[2].weight = 1f; //Priority Arbitration AvoidObstacle avoid = new AvoidObstacle(); avoid.character = this; avoid.target = myCohereTarget; avoid.flee = false; BlendedSteering prioritySteering = new BlendedSteering(); prioritySteering.behaviors = new WeightedBehavior[1]; prioritySteering.behaviors[0] = new WeightedBehavior(); prioritySteering.behaviors[0].behavior = avoid; prioritySteering.behaviors[0].weight = 1f; advancedSteering = new PrioritySteering(); advancedSteering.myGroups = new BlendedSteering[2]; advancedSteering.myGroups[0] = new BlendedSteering(); advancedSteering.myGroups[0] = prioritySteering; advancedSteering.myGroups[1] = new BlendedSteering(); advancedSteering.myGroups[1] = blendedSteering; }