/// <summary> /// Registers the AI in the level and finds the other players. /// </summary> private void Start() { bard = GetComponent<AIBard>(); control = GetComponent<AIControl>(); enabledRhythms = LevelManager.instance.EnabledRhythms; LevelControllerManager.instance.AddPlayer(control.player, control); bard.timingVariance = 0.1f; MinionTuneSpawn minion = GetComponent<MinionTuneSpawn>(); PlayerID selfID; if (minion != null) { selfID = minion.owner; } else { selfID = control.player; } otherPlayers = new List<BaseControl>(); BaseControl[] otherPlayersArray = FindObjectsOfType<BaseControl>(); foreach (BaseControl otherPlayer in otherPlayersArray) { if (otherPlayer.player != selfID && otherPlayer.GetComponent<MinionTuneSpawn>() == null) { otherPlayers.Add(otherPlayer); } } InitializeAI(); }
/// <summary> /// Generates random tunes for the bard if needed. /// </summary> private void Awake() { bard = GetComponent <AIBard>(); bard.RandomizeTunes(); }