void Initialize() { Is_Working = false; // Get the "AI_CS". aiScript = GetComponentInParent <AI_CS>(); // Set the layer. gameObject.layer = 2; // "Ignore Raycast" layer. // Make this gameobject invisible. var renderer = GetComponent <Renderer>(); if (renderer) { renderer.enabled = false; } // Make this collider a trigger. var collider = GetComponent <Collider>(); if (collider) { collider.isTrigger = true; } // Get the "Drive_Control_CS". driveControlScript = GetComponentInParent <Drive_Control_CS>(); // Get the initial position and scale. thisTransform = transform; currentPos = thisTransform.localPosition; initialPosZ = currentPos.z; currentScale = thisTransform.localScale; }
public override void Prepare(Drive_Control_CS controlScript) { // Store the reference to "Drive_Control_CS". this.controlScript = controlScript; // Store the reference to "AI_CS". aiScript = GetComponentInChildren <AI_CS>(); }
public override void Prepare(Cannon_Fire_CS cannoFireScript) { this.cannonFireScript = cannoFireScript; aiScript = transform.root.GetComponentInChildren <AI_CS>(); turretScript = GetComponentInParent <Turret_Horizontal_CS>(); cannonScript = GetComponent <Cannon_Vertical_CS>(); aimingScript = GetComponentInParent <Aiming_Control_CS>(); }
// << User options public void Changed_By_Event() { // Called from "Event_Event_03_Change_AI_Settings_CS" script, when the event occurs. // Call "AI_CS" in the tank to reset the settings. AI_CS aiScript = GetComponentInChildren <AI_CS>(); if (aiScript) { aiScript.Reset_Settings(); } }
public void Get_AI_Script(AI_CS aiScript) { // Called form "AI_CS" in the AI tanks in the scene. this.aiScript = aiScript; aiRootTransform = aiScript.transform.root; if (string.IsNullOrEmpty(aiScript.Settings_Script.Tank_Name)) { aiScript.Settings_Script.Tank_Name = aiRootTransform.name; } respawnScript = aiScript.GetComponentInParent <Respawn_Controller_CS>(); textFormat = aiScript.Settings_Script.Tank_Name + " = " + "{0}" + " {1}"; }
public override void Prepare(Steer_Wheel_CS steerScript) { this.steerScript = steerScript; aiScript = transform.root.GetComponentInChildren <AI_CS>(); }
void Get_Components() { // This function is called at the fisrst time, and also when the tank is respawned. ID_Script = GetComponent <ID_Settings_CS>(); Body_Transform = GetComponentInChildren <Rigidbody>().transform; AI_Script = GetComponentInChildren <AI_CS>(); }
void Get_AI_CS(AI_CS aiScript) { // Called from "AI_CS". this.aiScript = aiScript; }