public override void Start() { navMeshFilePath = GetScriptCustomAttribute("NavMesh"); dustPostObject = Find("Dust Post"); Console.WriteLine(navMeshFilePath); if (!string.IsNullOrEmpty(navMeshFilePath)) { Console.WriteLine(navMeshFilePath); string resolvedPath = VirtualFileSystem.ResolvePath(navMeshFilePath); m_aimNavMesh = AimNavMeshGenerator.Instance.GenerateNavMeshFromFile(resolvedPath); } AimSequenceNode sequence = new AimSequenceNode(); AimSelectorNode dustGetSelector = new AimSelectorNode(); AimBehaviourTreeConditionNode dustGetCondition = new AimBehaviourTreeConditionNode(ref m_dustPathGenerated); AimSequenceNode dustGetSequence = new AimSequenceNode(); AimExecutionNode generateDustPosTask = new AimExecutionNode(GenerateDustPosition); AimExecutionNode getPathTask = new AimExecutionNode(GetPathToDust); AimSelectorNode dustCollectSelector = new AimSelectorNode(); AimBehaviourTreeConditionNode dustCollectCondition = new AimBehaviourTreeConditionNode(ref m_dustCollected); AimSequenceNode dustCollectSequence = new AimSequenceNode(); AimExecutionNode moveTorwardsDustTask = new AimExecutionNode(MoveToDust); AimExecutionNode collectDustTask = new AimExecutionNode(CollectDust); aimBehaviourTree = new AimBehaviourTree(); aimBehaviourTree.SetRootNode(sequence); sequence.AddChild(dustGetSelector); dustGetSelector.AddChild(dustGetCondition); dustGetSelector.AddChild(dustGetSequence); dustGetSequence.AddChild(generateDustPosTask); dustGetSequence.AddChild(getPathTask); sequence.AddChild(dustCollectSelector); dustCollectSelector.AddChild(dustCollectCondition); dustCollectSelector.AddChild(dustCollectSequence); dustCollectSequence.AddChild(moveTorwardsDustTask); dustCollectSequence.AddChild(collectDustTask); m_agent = AimAgentFactory.Instance.CreateAgent <AimAgent>(); m_agent.transform.position = new vec3(gameObject.transform.position); }
public abstract void Update(AimAgent agent);
public override void Update(AimAgent agent) { }