private void Awake() { _behaviorExecutor = GetComponent <BehaviorExecutor>(); _meshRenderer = GetComponent <MeshRenderer>(); _navMeshAgent = GetComponent <NavMeshAgent>(); _patrolPathController = GetComponent <PatrolPathController>(); }
private void LoadBehaviors() { for (var i = info.Behaviors.Count - 1; i >= 0; i--) { var executor = new BehaviorExecutor(this, info.Behaviors[i]); behaviorExecutors.Add(executor); } }
// Start is called before the first frame update void Start() { animator = GetComponent <Animator>(); executor = GetComponent <BehaviorExecutor>(); //executor.SetBehaviorParam("animationClip", animator); }
public override void setBehaviourParams() { BehaviorExecutor behaviorExecutor = GetComponent <BehaviorExecutor>(); GameManager gManager = sirLasagna.GetComponent <GameManager>(); behaviorExecutor.SetBehaviorParam("gameObject", gameObject); behaviorExecutor.SetBehaviorParam("homePosition", transform.position); behaviorExecutor.SetBehaviorParam("player", gManager.player.gameObject); }
private void Update() { if (!actionsEnabled) { return; } activeBehavior = null; MakeObservations(); PickActiveBehavior(); }
private void PickActiveBehavior() { if (usesDemoBehaviors) { activeDemoBehavior = behaviors.FirstOrDefault(behavior => behavior.IsApplicable()); } else { activeBehavior = behaviorExecutors.FirstOrDefault(behavior => behavior.IsApplicable()); } }
void Start() { GameObject instance = Instantiate(prefab, position, Quaternion.identity) as GameObject; BehaviorExecutor behaviorExecutor = instance.GetComponent <BehaviorExecutor>(); if (behaviorExecutor != null) { behaviorExecutor.SetBehaviorParam("wanderArea", wanderArea); behaviorExecutor.SetBehaviorParam("player", player); } }
public void DownloadSourceCode_AutomationTools_MultipleFiles() { string categoryName = "Automation Tools"; string articleTitle = "Create Multiple Files Page Objects with Visual Studio Item Templates"; BehaviorExecutor.Execute( new HomePageNavigateBehavior(), new HomePageNavigateFindHowAssertBehavior(categoryName), new HomePageFindsHowNavigateBehavior(categoryName), new CategoryPageCategoryBackgroundAssertBehavior(categoryName), new CategoryPageOpenArticleBehavior(articleTitle), new ArticlePageDownloadSourceCodeBehavior()); }
public void DownloadSourceCode_Jenkins_Outpout() { string categoryName = "DevOps and CI"; string articleTitle = "Output MSTest Tests Logs To Jenkins Console Log"; BehaviorExecutor.Execute( new HomePageNavigateBehavior(), new HomePageNavigateFindHowAssertBehavior(categoryName), new HomePageFindsHowNavigateBehavior(categoryName), new CategoryPageCategoryBackgroundAssertBehavior(categoryName), new CategoryPageOpenArticleBehavior(articleTitle), new ArticlePageDownloadSourceCodeBehavior()); }
public void DownloadSourceCode_DesignPatterns_Facade() { string categoryName = "Design Pattern"; string articleTitle = "Facade Design Pattern in Automated Testing"; BehaviorExecutor.Execute( new HomePageNavigateBehavior(), new HomePageNavigateFindHowAssertBehavior(categoryName), new HomePageFindsHowNavigateBehavior(categoryName), new CategoryPageCategoryBackgroundAssertBehavior(categoryName), new CategoryPageOpenArticleBehavior(articleTitle), new ArticlePageDownloadSourceCodeBehavior()); }
void Spawn() { if (spawnCount <= Spawns) { GameObject instance = Instantiate(prefab, GetRandomPosition(), Quaternion.identity) as GameObject; BehaviorExecutor component = instance.GetComponent <BehaviorExecutor>(); component.SetBehaviorParam("wanderArea", wanderArea); component.SetBehaviorParam("player", entities[Random.Range(0, entities.Count)]); ++spawnCount; entities.Add(instance); } else { CancelInvoke(); } }
//public Text text; /// <summary> /// method that instantiates the gameobjet in a certain position and adds the BehaviorExcutor component to follow the player /// </summary> void Start() { GameObject instance = Instantiate(prefab, position, Quaternion.identity) as GameObject; BehaviorExecutor behaviorExecutor = instance.GetComponent <BehaviorExecutor>(); //Codigo comentado para comprobaciones de editor y runtime //if (BBUnity.Managers.BBManager.Instance.IsEditor) // text.text = "EDITOR"; //else // text.text = "RUNTIME"; if (behaviorExecutor != null) { behaviorExecutor.SetBehaviorParam("wanderArea", wanderArea); behaviorExecutor.SetBehaviorParam("player", player); } }
public void Setup() { m_Instance.name = m_AI_behaviour; //m_Movement = m_Instance.GetComponent<TankMovement>(); //m_Shooting = m_Instance.GetComponent<TankShooting>(); m_CanvasGameObject = m_Instance.GetComponentInChildren <Canvas>().gameObject; m_ColoredPlayerText = "<color=#" + ColorUtility.ToHtmlStringRGB(m_PlayerColor) + ">PLAYER " + m_PlayerNumber + "</color>"; MeshRenderer[] renderers = m_Instance.GetComponentsInChildren <MeshRenderer>(); Transform[] transforms = m_Instance.GetComponentsInChildren <Transform>(); for (int i = 0; i < renderers.Length; ++i) { renderers[i].material.color = m_PlayerColor; } //m_Movement.m_PlayerNumber = m_PlayerNumber; //m_Movement.m_target_transform = m_target.transform; //m_Movement.m_AI_behaviour = m_AI_behaviour; //m_Movement.waypoints = m_patrol_waypoints; //m_Shooting.m_PlayerNumber = m_PlayerNumber; //m_Shooting.m_target_transform = m_target.transform; //m_Shooting.m_turret_renderer = renderers[3]; m_behaviour_executor = m_Instance.GetComponent <BehaviorExecutor>(); Debug.Log(m_behaviour_executor.name); m_behaviour_executor.blackboard.SetBehaviorParam("target", m_target); m_behaviour_executor.blackboard.SetBehaviorParam("ai_behaviour", m_AI_behaviour); m_behaviour_executor.blackboard.SetBehaviorParam("root_waypoint", m_root_waypoint); m_behaviour_executor.blackboard.SetBehaviorParam("fire_transform", transforms[16]); m_behaviour_executor.blackboard.SetBehaviorParam("turret", renderers[3]); m_behaviour_executor.blackboard.SetBehaviorParam("cooldown", 0.0f); m_behaviour_executor.blackboard.SetBehaviorParam("max_cooldown", 3.0f); m_behaviour_executor.blackboard.SetBehaviorParam("fired", true); m_behaviour_executor.blackboard.SetBehaviorParam("ammo", 3); m_behaviour_executor.blackboard.SetBehaviorParam("base_waypoint", m_SpawnPoint); }
// Start is called before the first frame update void Start() { animator = GetComponent <Animator>(); executor = GetComponent <BehaviorExecutor>(); agent = GetComponent <NavMeshAgent>(); player = FindObjectOfType <Player>(); QM = FindObjectOfType <QuestManager>(); ID = gameObject.name; GetStartRotation(); if (executor) { executor.enabled = false; } }
// Start is called before the first frame update void Start() { animator = GetComponent <Animator>(); executor = GetComponent <BehaviorExecutor>(); }