/** Use this for initialization */ public void Start() { seeker = GetComponent <Seeker>(); controller = GetComponent <CharacterController>(); navmeshController = GetComponent <NavmeshController>(); tr = transform; Repath(); }
public void Start() { this.seeker = base.GetComponent <Seeker>(); this.controller = base.GetComponent <CharacterController>(); this.navmeshController = base.GetComponent <NavmeshController>(); this.tr = base.transform; this.Repath(); }
/** Use this for initialization */ public void Start () { seeker = GetComponent<Seeker>(); controller = GetComponent<CharacterController>(); navmeshController = GetComponent<NavmeshController>(); tr = transform; Repath (); }
/** Use this for initialization */ public void Start() { seeker = GetComponent<Seeker>(); controller = GetComponent<Rigidbody2D>(); navmeshController = GetComponent<NavmeshController>(); tr = transform; Repath(); }
/** Use this for initialization */ public void Start() { seeker = GetComponent <Seeker>(); controller = GetComponent <CharacterController>(); navmeshController = GetComponent <NavmeshController>(); target = GameObject.Find("Player").transform; tr = transform; Repath(); }
public void ChangeNav(NavmeshController navmeshController) { Destroy(GetComponent(GetComponent <BehaviourLibraryLinker>().NavAgent.GetType())); System.Type type = navmeshController.GetType(); Component copy = gameObject.AddComponent(type); gameObject.GetComponent <BehaviourLibraryLinker>().navAgent = (NavmeshController)copy; }
// Use this for initialization void Awake() { seeker = GetComponent <Seeker>(); //This is a simple optimization, cache the transform component lookup tr = transform; seeker.pathCallback += OnPathComplete; controller = GetComponent <CharacterController>(); navController = GetComponent <NavmeshController>(); rigid = rigidbody; }
/** Initializes reference variables. * If you override this function you should in most cases call base.Awake () at the start of it. * */ protected virtual void Awake() { seeker = GetComponent <Seeker>(); //This is a simple optimization, cache the transform component lookup tr = transform; //Cache some other components (not all are necessarily there) controller = GetComponent <CharacterController>(); navController = GetComponent <NavmeshController>(); rigid = GetComponent <Rigidbody>(); }
protected virtual void Awake() { this.seeker = base.GetComponent <Seeker>(); this.tr = base.transform; this.controller = base.GetComponent <CharacterController>(); this.navController = base.GetComponent <NavmeshController>(); this.rvoController = base.GetComponent <RVOController>(); if (this.rvoController != null) { this.rvoController.enableRotation = false; } this.rigid = base.GetComponent <Rigidbody>(); }
/** Initializes reference variables. * If you override this function you should in most cases call base.Awake () at the start of it. * */ protected virtual void Awake() { seeker = GetComponent <Seeker>(); //This is a simple optimization, cache the transform component lookup tr = transform; //Make sure we receive callbacks when paths complete seeker.pathCallback += OnPathComplete; //Cache some other components (not all are necessarily there) controller = GetComponent <CharacterController>(); navController = GetComponent <NavmeshController>(); rigid = rigidbody; }
/** Initializes reference variables. * If you override this function you should in most cases call base.Awake () at the start of it. * */ protected virtual void Awake() { seeker = GetComponent <Seeker>(); //This is a simple optimization, cache the transform component lookup tr = transform; //Cache some other components (not all are necessarily there) controller = GetComponent <CharacterController>(); navController = GetComponent <NavmeshController>(); rvoController = GetComponent <RVOController>(); if (rvoController != null) { rvoController.enableRotation = false; } rigid = rigidbody; }
protected virtual void Awake() { seeker = GetComponent <Seeker>(); FoodSource = GameObject.FindWithTag("Foodsource"); //Spawner = GameObject.FindWithTag("Spawner"); _ANeeds = GetComponent <A_Needs>(); transform.rotation = Random.rotation; target = new Vector3(Random.Range(-50, 50), 0, Random.Range(-50, 50)); Debug.Log(target); //This is a simple optimization, cache the transform component lookup tr = transform; //Cache some other components (not all are necessarily there) controller = GetComponent <CharacterController>(); navController = GetComponent <NavmeshController>(); rigid = GetComponent <Rigidbody>(); }
protected virtual void Awake() { Player = (vp_FPPlayerEventHandler)transform.root.GetComponentInChildren(typeof(vp_FPPlayerEventHandler)); walkTimeLimit=Random.Range(2,4); stopTimeLimit=Random.Range (9,12); walkTime=Time.time; seeker = GetComponent<Seeker>(); //This is a simple optimization, cache the transform component lookup tr = transform; //Make sure we receive callbacks when paths complete seeker.pathCallback += OnPathComplete; //Cache some other components (not all are necessarily there) controller = GetComponent<CharacterController>(); navController = GetComponent<NavmeshController>(); rigid = rigidbody; }
protected virtual void Awake() { seeker = GetComponent<Seeker>(); FoodSource = GameObject.FindWithTag("Foodsource"); WorkWaypoint = GameObject.FindGameObjectWithTag ("WorkWaypoint"); //Spawner = GameObject.FindWithTag("Spawner"); _AState = GetComponent<AgentState>(); transform.rotation = Random.rotation; Debug.Log(target); //This is a simple optimization, cache the transform component lookup tr = transform; //Cache some other components (not all are necessarily there) controller = GetComponent<CharacterController>(); navController = GetComponent<NavmeshController>(); rigid = GetComponent<Rigidbody>(); }
protected virtual void Awake() { Player = (vp_FPPlayerEventHandler)transform.root.GetComponentInChildren(typeof(vp_FPPlayerEventHandler)); currentlyEscorting=null; target=getRandomZone().transform; seeker = GetComponent<Seeker>(); //This is a simple optimization, cache the transform component lookup tr = transform; //Make sure we receive callbacks when paths complete seeker.pathCallback += OnPathComplete; //Cache some other components (not all are necessarily there) controller = GetComponent<CharacterController>(); navController = GetComponent<NavmeshController>(); rigid = rigidbody; }
/** Initializes reference variables. * If you override this function you should in most cases call base.Awake () at the start of it. * */ protected virtual void Awake() { seeker = GetComponent<Seeker>(); AnimControl = GetComponent<AIStates>(); //This is a simple optimization, cache the transform component lookup tr = transform; //Make sure we receive callbacks when paths complete seeker.pathCallback += OnPathComplete; //Cache some other components (not all are necessarily there) controller = GetComponent<CharacterController>(); navController = GetComponent<NavmeshController>(); rigid = rigidbody; }
// Use this for initialization void Awake() { seeker = GetComponent<Seeker>(); //This is a simple optimization, cache the transform component lookup tr = transform; seeker.pathCallback += OnPathComplete; controller = GetComponent<CharacterController>(); navController = GetComponent<NavmeshController>(); rigid = rigidbody; }
/** Initializes reference variables. * If you override this function you should in most cases call base.Awake () at the start of it. * */ protected virtual void Awake () { seeker = GetComponent<Seeker>(); //This is a simple optimization, cache the transform component lookup tr = transform; //Cache some other components (not all are necessarily there) controller = GetComponent<CharacterController>(); navController = GetComponent<NavmeshController>(); rvoController = GetComponent<RVOController>(); if ( rvoController != null ) rvoController.enableRotation = false; rigid = rigidbody; }
protected virtual void Awake() { seeker = GetComponent<Seeker>(); FoodSource = GameObject.FindWithTag("Foodsource"); //Spawner = GameObject.FindWithTag("Spawner"); _ANeeds = GetComponent<A_Needs>(); transform.rotation = Random.rotation; target = new Vector3 (Random.Range(-50,50),0,Random.Range(-50,50)); Debug.Log(target); //This is a simple optimization, cache the transform component lookup tr = transform; //Cache some other components (not all are necessarily there) controller = GetComponent<CharacterController>(); navController = GetComponent<NavmeshController>(); rigid = GetComponent<Rigidbody>(); }
public void Start() { this.seeker = base.GetComponent<Seeker>(); this.controller = base.GetComponent<CharacterController>(); this.navmeshController = base.GetComponent<NavmeshController>(); this.tr = base.transform; this.Repath(); }
protected void Awake() { seeker = GetComponent<Seeker>(); controller = GetComponent<CharacterController>(); navController = GetComponent<NavmeshController>(); Controllable = GetComponent<Controllable>(); }
/** Use this for initialization */ public void Start() { target = GameObject.FindWithTag("Pyramid").transform; seeker = GetComponent<Seeker>(); controller = GetComponent<CharacterController>(); navmeshController = GetComponent<NavmeshController>(); tr = transform; Repath (); }
/** Initializes reference variables. * If you override this function you should in most cases call base.Awake () at the start of it. * */ protected virtual void Awake() { seeker = GetComponent<Seeker>(); //This is a simple optimization, cache the transform component lookup tr = transform; //Cache some other components (not all are necessarily there) controller = GetComponent<CharacterController>(); navController = GetComponent<NavmeshController>(); rigid = GetComponent<Rigidbody>(); }
/** Initializes reference variables. * If you override this function you should in most cases call base.Awake () at the start of it. * */ protected virtual void Awake () { pl = GameObject.Find("PointList").GetComponent<PointList>(); target = pl.points[1]; seeker = GetComponent<Seeker>(); //This is a simple optimization, cache the transform component lookup tr = transform; //Make sure we receive callbacks when paths complete seeker.pathCallback += OnPathComplete; //Cache some other components (not all are necessarily there) controller = GetComponent<CharacterController>(); navController = GetComponent<NavmeshController>(); rigid = rigidbody; }