// Use this for initialization protected void Start() { CurrentPower = MaxPower; b_isPowerDraining = false; currentAction = E_Action.IDLE; m_destinationCheckpoint = null; manager = GameManager.GetInstance(); //register Events GameManager.GetInstance().PauseEvent.AddListener(OnPause); //define agent agent = GetComponent <NavMeshAgent>(); //get enemy tower object foreach (GameObject tower in GameManager.GetInstance().Towers) { TowerManagement man = tower.GetComponent <TowerManagement>(); if (man != null) { if (man.Team != Team) { m_enemyTower = tower; } else { m_teamTower = tower; } } } //define node AI DefineNode(); m_communicator = m_teamTower.GetComponent <Communicator>(); }
Node.NodeState BackToTowerAction() { Debug.Log("Back to tower action"); currentAction = E_Action.BACK_TO_TOWER; m_communicator.DeleteMessage(gameObject); return(Node.NodeState.RUNNING); }
Node.NodeState DeleteAllAction() { currentAction = E_Action.IDLE; return(Node.NodeState.SUCCESS); }
Node.NodeState GotoCheckPointAction() { Debug.Log("Goto checkpoint"); currentAction = E_Action.GOTO_CHECKPOINT; return(Node.NodeState.RUNNING); }