private void Awake() { data = this.GetComponent <SoldierDataModel>(); mapPathFinding = this.GetComponent <MapPathFindingBehaviour>(); InSightList = new List <Enemy>(); aniCon = this.GetComponent <DirectionalAnimation>(); }
// Use this for initialization void Start() { m_moving = GetComponent <MovingBehaviour>(); m_phyChar = GetComponent <PhysicCharBehaviour>(); m_pathFindingBehaviour = GetComponent <MapPathFindingBehaviour>(); m_animCtrl = GetComponent <CharAnimationController>(); }
// Use this for initialization void Start() { m_fAngOff = 360f * Random.value; m_player = GameObject.FindGameObjectWithTag("Player"); m_moving = GetComponent <MovingBehaviour>(); m_phyChar = GetComponent <PhysicCharBehaviour>(); m_pathFindingBehaviour = GetComponent <MapPathFindingBehaviour>(); m_animCtrl = GetComponent <CharAnimationController>(); }
private void PathComputed(MapPathFindingBehaviour source) { m_computeTime = Mathf.RoundToInt((Time.realtimeSinceStartup - m_lastComputeTime) * 1000); m_lastComputeTime = Time.realtimeSinceStartup; }