private void Awake() { aiPath = GetComponent <RichAI>(); characterAnim = GetComponent <CharacterAnimCpt>(); rvoController = GetComponent <RVOController>(); rvoController.priority = Random.Range(0f, 1f); }
private void Awake() { aiForCharacterPath = CptUtil.AddCpt <AIForCharacterPathAuto>(gameObject); characterAnim = GetComponent <CharacterAnimCpt>(); AutoLinkHandler(); ReflexUtil.AutoLinkDataForChild(this, "transform_"); }
protected IEnumerator CoroutineForLoadCharacterModel(string playerModelName, string enemyModelName) { ResourceRequest resourceRequest = Resources.LoadAsync("Character/Pirate_Base_2"); yield return(resourceRequest); GameObject objCharacterModel = resourceRequest.asset as GameObject; //初始化友方模型 objCharacterPlayerModel = Instantiate(gameObject, objCharacterModel); ResourceRequest playerRequest = Resources.LoadAsync("Character/" + playerModelName); yield return(playerRequest); GameObject objPlayer = playerRequest.asset as GameObject; Instantiate(objCharacterPlayerModel, objPlayer); CharacterAnimCpt playerAnim = objCharacterPlayerModel.GetComponent <CharacterAnimCpt>(); playerAnim.InitAnim(); objCharacterPlayerModel.SetActive(false); //初始化敌方模型 objCharacterEnemyModel = Instantiate(gameObject, objCharacterModel); ResourceRequest EnemyRequest = Resources.LoadAsync("Character/" + enemyModelName); yield return(EnemyRequest); GameObject objEnemy = EnemyRequest.asset as GameObject; Instantiate(objCharacterEnemyModel, objEnemy); CharacterAnimCpt EnemyAnim = objCharacterEnemyModel.GetComponent <CharacterAnimCpt>(); EnemyAnim.InitAnim(); objCharacterEnemyModel.SetActive(false); Resources.UnloadUnusedAssets(); }
private void Awake() { aiSeeker = CptUtil.AddCpt <Seeker>(gameObject); characterAnim = GetComponent <CharacterAnimCpt>(); }