public OrderlyMoveAction(Transform pPosition, float pDistanceToStop = 0, float pDistanceWhenCloseEnough = 2) { Target = pPosition; DistanceToStop = pDistanceToStop; DistanceWhenCloseEnough = pDistanceWhenCloseEnough; PatientStatusController = pPosition.GetComponent <PatientStatusController>(); IsGoingToPatient = PatientStatusController != null; }
// Use this for initialization private void Start() { StatusCtrl = GetComponent <PatientStatusController>(); TutorialUI = FindObjectOfType <TutorialUIController>(); ToolCtrl = FindObjectOfType <ToolController>(); AilmentCtrl = GetComponent <AilmentController>(); SpaceBarImg = Instantiate(TutorialUI.HoldSpaceImg, FindObjectOfType <Canvas>().transform); SpaceBarImg.SetActive(false); }
protected override void Initialize() { InstantiateScriptableObjects(); LevelManager = FindObjectOfType <LevelManager>(); PointsUIManager = FindObjectOfType <PointsUIManager>(); PatientStatusCtrl = GetComponent <PatientStatusController>(); AilmentUI = GetComponent <AilmentUIController>(); StartCoroutine(PlayOngoingParticles()); AudioSrc = GetComponents <AudioSource>()[1]; IsActionActive = false; }
// Use this for initialization private void Start() { ExitPoint = GameObject.Find("Exit"); PatientStatus = GetComponent <PatientStatusController>(); StretchersController = GetComponent <StretchersController>(); NavMeshAgent = GetComponent <NavMeshAgent>(); AilmentController = GetComponent <AilmentController>(); if (BedManager.GetAvailableBeds().Any()) { var bedScript = BedManager.GetAvailableBeds()[0]; bedScript.IsReserved = true; TargetBed = bedScript.gameObject; NavMeshAgent.SetDestination(TargetBed.transform.position); } else if (SlotManager.AvailableSlots().Any()) { //SlotManager.AvailableSlots()[0]; var slotScript = SlotManager.AvailableSlots()[0]; slotScript.PatientWaiting = gameObject; NavMeshAgent.SetDestination(slotScript.transform.position); } }