void CreateSheep(Environment env, int surfaceLevel) { var group = new Group(); for (int i = 0; i < NUM_SHEEP; ++i) { var sheepBuilder = new LivingObjectBuilder(LivingID.Sheep) { Color = this.GetRandomColor(), }; var sheep = sheepBuilder.Create(env.World); var ai = new HerbivoreAI(sheep); ai.Group = group; sheep.SetAI(ai); CreateItems(sheep, i); sheep.MoveTo(env, GetRandomSurfaceLocation(env, surfaceLevel)); } }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state // override public void OnStateEnter (Animator animator, AnimatorStateInfo stateInfo, int layerIndex) // { // } //OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { HerbivoreAI herbivoreAI = animator.gameObject.GetComponent <HerbivoreAI> (); herbivoreAI.Wander(); }