void Start() { grid = GetComponent<Grid> (); borderX = new Vector2 (grid.worldBottomLeft.x, grid.worldBottomLeft.x + grid.gridWorldSize.x); //left and right border borderZ = new Vector2 (grid.worldBottomLeft.z, grid.worldBottomLeft.z + grid.gridWorldSize.y); //upper and down border thisCheck = thisCheck.GetComponent<checkCollision>(); //load the buildingprefabs GameObject building1 = Resources.Load("Buildings/building1") as GameObject; GameObject building2 = (GameObject)Resources.Load ("Buildings/building2"); GameObject building3 = (GameObject)Resources.Load ("Buildings/building3"); buildingPrefabs.Add (building1); //+90 degrees in x-axis buildingPrefabs.Add (building2); //+90 degrees in x-axis buildingPrefabs.Add (building3); //normal numPrefabs = buildingPrefabs.Count; numBuildings = 200; //check every instantiated building for (int i =1; i <= numBuildings; i++) { thisBuilding =(GameObject)InstantiatePrefab(); if (thisCheck.fail){ numBuildings++; } //Debug.Log(i); } }
// Start is called before the first frame update public void Start() { body.gravityScale = 3.5f; body.constraints = RigidbodyConstraints2D.FreezeRotation; // BoxCollider2D //col.size = new Vector2(1, 1.5f); //col.offset = new Vector2(0, -0.25f); col = GetComponent <BoxCollider2D>(); //col.size = new Vector2(1, 2.5f); body = GetComponent <Rigidbody2D>(); runninCompass = new RunDirection("CheckDirection"); runninLegs = new RunToward(); //Doesn't have just one string that it responds to. eyes = new Look4Player("lookAround"); brain = new Brain(); chkr = new checkCollision("checkCollisions"); chase = new Chase(); patrol = new Patrol(); walkHelp = new walk("walkToFarthestEdge"); runninEyes = new Check4Edge(); transition = new SwitchState(); brain.setState(patrol); brain.setState(chase); patrol.setJob("walkToFarthestEdge"); //this should probably be separate from runToPlayer, and slower than that. Should walk to edge of plat. patrol.setJob("checkCollisions"); //checks if current velocity is 0 patrol.setJob("lookAround"); chase.setJob("CheckDirection"); chase.setJob("checkCollisions"); transition.addTrigger("edge"); transition.addTrigger("turn"); //if checkCollision tells us that we've hit a wall (which usually means turn around) we switch states. transition.addResponse("statePatrol"); brain.setComrade(walkHelp); brain.setComrade(eyes); brain.setComrade(chkr); chkr.setComrade(runninCompass); chkr.setComrade(runninLegs); runninCompass.setComrade(runninEyes); runninCompass.setComrade(transition); walkHelp.setLeader(brain); eyes.setLeader(brain); chkr.setLeader(brain); runninCompass.setLeader(runninLegs); runninLegs.setLeader(runninEyes); runninEyes.setLeader(brain); transition.setLeader(brain); chkr.setBod(body); walkHelp.setBody(body); eyes.setBody(body); runninLegs.setBody(body); runninCompass.setBody(body); runninEyes.setBody(body); runninLegs.setSpeed(sprint); walkHelp.setSpeed(speed); eyes.setFollowDist(followDist); walkHelp.set_raycast_length(raycast_length); runninEyes.set_raycast_length(raycast_length); }