//create the path according to the current behaviour private void generatePath() { switch (behaviour) { case Behaviour.FOLLOW: path = PathfindingScript.getPath(getPacmanPosition(), currentWaypoint); if (type.Equals(Type.AGGRESSIVE)) { path.RemoveAt(0); } break; case Behaviour.RANDOM: path = PathfindingScript.getRandomPath(currentWaypoint); break; case Behaviour.FLEE: path = PathfindingScript.getEscapePath(getPacmanPosition(), currentWaypoint); path.RemoveAt(0); break; } }
//ADD: Magic void Awake() { //initialize all component variables Stats = GetComponent<AttributesScript>(); KnownAbilities = GetComponent<CharacterKnownAbilities>(); Status = GetComponent<CharacterStatus>(); Equipment = GetComponent<CharacterEquipment>(); Move = GameObject.FindGameObjectWithTag("Controller").GetComponent<MovementScript>(); pathFind = GameObject.FindGameObjectWithTag("Controller").GetComponent<PathfindingScript>(); findValid = GameObject.FindGameObjectWithTag("Controller").GetComponent<FindValidPoints>(); Draw = GameObject.FindGameObjectWithTag("Controller").GetComponent<DrawSquaresScript>(); Controller = GameObject.FindGameObjectWithTag("Controller").GetComponent<TurnController>(); Magic = GameObject.FindGameObjectWithTag("Controller").GetComponent<MagicList>(); Skills = GameObject.FindGameObjectWithTag("Controller").GetComponent<SkillList>(); Items = GameObject.FindGameObjectWithTag("ItemManager").GetComponent<AllItemsList>(); if(GetComponent<MouseControlScript>()){ Mouse = GetComponent<MouseControlScript>(); isPlayer = true; } skillSelected = ""; }