/***************************************** DELEGATES AND EVENTS *************************************************** * This section holds all delegates and events, that we will use to notify subscribers of state changes. * * For example, whenever the perception range is changed, notify the perception sphere to make it change its size.* ******************************************************************************************************************/ /******************************************* UNITY FUNCTIONS ******************************************** * This section holds all functions strictly related to Unity, such as updates, collision detection etc.* * In principle, every function in this section will run once per frame, except Start(). * ********************************************************************************************************/ protected override void Start() { base.Start(); HealthController health = this.GetComponent <HealthController>(); health.max_health = MaxHealth; health.Init(); InventoryController inventory = this.GetComponent <InventoryController>(); inventory.max_inventory = MaxInventory; inventory.Init(); DetectionController detection = this.GetComponent <DetectionController>(); detection.perception_radius = PerceptionRadius; detection.Init(); }
/***************************************** DELEGATES AND EVENTS *************************************************** * This section holds all delegates and events, that we will use to notify subscribers of state changes. * * For example, whenever the perception range is changed, notify the perception sphere to make it change its size.* ******************************************************************************************************************/ /******************************************* UNITY FUNCTIONS ******************************************** * This section holds all functions strictly related to Unity, such as updates, collision detection etc.* * In principle, every function in this section will run once per frame, except Start(). * ********************************************************************************************************/ protected override void Start() { base.Start(); HealthController health = this.GetComponent <HealthController>(); health.max_health = MaxHealth; health.Init(); InventoryController inventory = this.GetComponent <InventoryController>(); inventory.max_inventory = MaxInventory; inventory.Init(); DetectionController detection = this.GetComponent <DetectionController>(); detection.perception_radius = PerceptionRadius; detection.Init(); WalkController walk = this.GetComponent <WalkController>(); walk.move_speed = Speed; walk.Init(); SpawnController.last_spawn = 3f; }