public virtual void Initialize(BehaviourProcessor behaviourProcessor) { this.behaviourProcessor = behaviourProcessor; cachedTransform = behaviourProcessor.transform; cachedObject = behaviourProcessor.gameObject; taskProcessor.Initialize(this); }
public void Initialize(BehaviourProcessor behaviour) { behaviourProcessor = behaviour; for (int i = 0; i < composites.Length; i++) { composites[i].Initialize(behaviour); } for (int i = 0; i < actions.Length; i++) { actions[i].Initialize(behaviour); } }
public void Initialize(BehaviourProcessor behaviourProcessor) { this.behaviourProcessor = behaviourProcessor; for (int i = 0; i < composites.Length; i++) { composites[i].Initialize(behaviourProcessor); } for (int i = 0; i < actions.Length; i++) { actions[i].Initialize(behaviourProcessor); } for (int i = 0; i < states.Length; i++) { states[i].Initialize(behaviourProcessor); } #if UNITY_EDITOR currentStateName = states[0].StateName; #endif }
public override void Initialize(Task task) { base.Initialize(task); behaviourProcessor = task.BehaviourProcessor; }