public void Init() { if (!UseUnityContextClock) { _clock = new Clock(); } Blackboard = new Blackboard(UseUnityContextClock ? UnityContext.GetClock() : _clock); }
protected void Awake() { sharedBlackboard = UnityContext.GetSharedBlackboard("sharedbb"); blackboard = new Blackboard(sharedBlackboard, UnityContext.GetClock()); RegisterToSharedBlackboard(); mailbox = new Mailbox(this); canCheckMailbox = true; awaitingReconfirmation = false; }
void Start() { Hunger = UnityEngine.Random.Range(90, 120); sharedBlackboard = UnityContext.GetSharedBlackboard("penguin-union"); ownBlackboard = new Blackboard(sharedBlackboard, UnityContext.GetClock()); behaviorTree = CreateBehaviourTree(); #if UNITY_EDITOR Debugger debugger = (Debugger)this.gameObject.AddComponent(typeof(Debugger)); debugger.BehaviorTree = behaviorTree; #endif behaviorTree.Start(); }
void Start() { visited = new string[areaDest.Length]; navAgent = GetComponent <UnityEngine.AI.NavMeshAgent>(); sharedBlackboard = UnityContext.GetSharedBlackboard("SharedData"); ownBlackboard = new Blackboard(sharedBlackboard, UnityContext.GetClock()); behaviorTree = CreateBehaviourTree(); #if UNITY_EDITOR Debugger debugger = (Debugger)this.gameObject.AddComponent(typeof(Debugger)); debugger.BehaviorTree = behaviorTree; #endif behaviorTree.Start(); }
void Start() { // get the shared blackboard for this kind of ai, this blackboard is shared by all instances sharedBlackboard = UnityContext.GetSharedBlackboard("example-swarm-ai"); // create a new blackboard instance for this ai instance, parenting it to the sharedBlackboard. // This way we can also access shared values through the own blackboard. ownBlackboard = new Blackboard(sharedBlackboard, UnityContext.GetClock()); // create the behaviourTree behaviorTree = CreateBehaviourTree(); // attach the debugger component if executed in editor (helps to debug in the inspector) #if UNITY_EDITOR Debugger debugger = (Debugger)this.gameObject.AddComponent(typeof(Debugger)); debugger.BehaviorTree = behaviorTree; #endif // start the behaviour tree behaviorTree.Start(); }
protected override Clock GetOutValue() { return(UnityContext.GetClock()); }