public AnvilAgent(string agentName, string agentSerial, LatLng location, string faction) { this.agentName = agentName; this.agentSerial = agentSerial; locationLatLng = ConversionTool.LatLongFromUnityVector3D(transform.position); locString = locationLatLng.ToString(); }
//Gear - links to equipments by Arrays and List of owned or accessible objects //Goals -links to drives and traits classes //working memory - unit level blackboard: navTarget, navSequence, schedule, goals, sensorTarget, sensorList //Senses - links to perception and awareness public AnvilAgent(string agentName, string agentSerial, LatLng location, string faction) { mAgentName = agentName; mAgentSerial = agentSerial; mLocation = ConversionTool.LatLongFromUnityVector3D(transform.position); mFaction = faction; locString = mLocation.ToString(); }
void Update() { transformString = myTransform.position.x.ToString() + "," + myTransform.position.y.ToString(); locationLatLng = ConversionTool.LatLongFromUnityVector3D(myTransform.position); locString = locationLatLng.ToString(); if (Input.GetKey(KeyCode.Y)) { moving = true; } if (moving) { //moveScript.moveToWaypoint (agentWayPoints [0]); } //activeWaypointName = mNavTarget.mWayPointName; }
public LatLng getLatLong() { return(locationLatLng = ConversionTool.LatLongFromUnityVector3D(transform.position)); }
void Update() { transformString = myTransform.position.x.ToString() + "," + myTransform.position.y.ToString(); mLocation = ConversionTool.LatLongFromUnityVector3D(myTransform.position); locString = mLocation.ToString(); }