// Start is called before the first frame update void Start() { motor = GetComponent <TankMotor>(); data = GetComponent <TankData>(); shooter = GetComponent <TankShooter>(); CanSee = GetComponent <AISenses>(); CanHear = GetComponent <AISenses>(); }
// Start is called before the first frame update void Start() { senses = GetComponent <AISenses>(); tf = GetComponent <Transform>(); homePoint = tf.position; }
// Start is called before the first frame update public virtual void Start() { senses = GetComponent <AISenses>(); tf = GetComponent <Transform>(); noisemaker = GetComponent <Noisemaker>(); homePoint = tf.position; }
// Use this for initialization void Start() { // Store my senses component senses = GetComponent <AISenses>(); tf = GetComponent <Transform>(); // Save home point homePoint = tf.position; }
// Start is called before the first frame update public virtual void Start() { // Store my senses component senses = GetComponent <AISenses>(); tf = GetComponent <Transform>(); // Load noisemaker noisemaker = GetComponent <Noisemaker>(); // Save home point homePoint = tf.position; }
public AIContext(AIAgent agent, AISenses senses, Transform head, Animator animator, NavMeshAgent navAgent) { Agent = agent; Senses = senses; Head = head; Animator = animator; NavAgent = navAgent; NavAgent.isStopped = true; Mobile = agent.GetComponent <Mobile>(); Mobile.Init(this); CanSense = true; base.Init(); }
public bool canAttack = false; //A bool to allow the enemy to attack or not attack // Start is called before the first frame update public virtual void Start() { bulletPrefab.tag = "Bullet"; // Store my senses component senses = GetComponent <AISenses>(); tf = GetComponent <Transform>(); rb = GetComponent <Rigidbody2D>(); controller = GetComponent <PlayerController>(); // Load noisemaker noisemaker = GetComponent <Noisemaker>(); }
public void Setup(HumanSheet humanSheetIn, bool isZombie, GameObject squadDeployment = null) { this.humanSheet = humanSheetIn; this.isZombie = isZombie; animator = transform.parent.GetComponent <Animator> (); stateMachine = transform.parent.GetComponent <AnimationStateMachine> (); stateMachine.Setup(this); animationEvents = transform.parent.GetComponent <AnimationEvents> (); animationEvents.Setup(this); agent = transform.parent.GetComponent <NavMeshAgent> (); navigation = GetComponent <AINavigation> (); navigation.Setup(showAgent); senses = GetComponent <AISenses> (); senses.Setup(); vision = transform.parent.GetComponentInChildren <AIVision> (); vision.Setup(this, showVisionTargets, showNearVision, showMidVision, showFarVision); combat = GetComponent <AICombat> (); combat.Setup(this); if (isZombie) { //Debug.Log ("zombie perception : " + humanSheet.stats.perception); motor = new ZombieMotor(this, transform.parent.GetComponent <Animator> ()); behaviourTree = new BTZombie(); } else { //Debug.Log ("swat perception : " + humanSheet.stats.perception); motor = new HumanMotor(this, transform.parent.GetComponent <Animator> ()); behaviourTree = new BTSwat(); } behaviourTree.squadDeployment = squadDeployment; behaviourTree.Setup(humanSheet, this); //motor.UpdateAvatarMask (); agent.updatePosition = false; //agent.updateRotation = false; behaviourTree.StartTree(); }
// Use this for initialization void Start() { pawnTransform = pawn.transform; senses = GameObject.Find("Eyes").GetComponent <AISenses>(); }