void Start() { stateInput = new HenStateInput(this); state = new HenIdleState(stateInput); //reinitialize these only if they were not already assigned by the spawner if (henName == null) { henName = "Hen McHenface"; } if (love == null) { love = new Stat(this, 0, Resources.Load <GameObject>("Prefabs/SpeedIncrease")); } if (size == null) { size = new Stat(this, 0, Resources.Load <GameObject>("Prefabs/SpeedIncrease")); } if (fitness == null) { fitness = new Stat(this, 0, Resources.Load <GameObject>("Prefabs/SpeedIncrease")); } if (featherQuality == null) { featherQuality = new Stat(this, 0, Resources.Load <GameObject>("Prefabs/SpeedIncrease")); } SetMaterial(); cluckTimer = Random.Range(1f, 8f); }
void Start() { stateInput = new HenStateInput(this); state = new HenIdleState(stateInput); breed = HenBreed.RedStar; speed = new Stat(this, 0, Resources.Load <GameObject>("Prefabs/SpeedIncrease")); StartCoroutine(wander()); }
public HenState(HenStateInput input) { this.input = input; startTime = Time.time; runOnce(); }
public HenExerciseState(HenStateInput input) : base(input) { }
public HenIdleState(HenStateInput input) : base(input) { }
public HenSeekFoodState(HenStateInput input) : base(input) { }
public HenBatheState(HenStateInput input) : base(input) { }