private void Start() { _arriveBehaviour = GetComponent <ArriveAtPointBehaviour>(); _shootBehaviour = GetComponent <AIShootBehaviour>(); _lookAtTarget = GetComponent <LookAtTargetBehaviour>(); _agent = GetComponent <NavMeshAgent>(); _shootBehaviour.enabled = false; _lookAtTarget.enabled = false; _lookAtTarget.Target = Target; _arriveBehaviour.TargetPosition = GetRandomPositionInView(); _newPositionDelay = Random.Range(_newPositionMedianDelay - _delayOffset, _newPositionMedianDelay + _delayOffset); }
private void Start() { _arriveBehaviour = GetComponent <ArriveAtPointBehaviour>(); _strafeBehaviour = GetComponent <StrafeBehaviour>(); _shootBehaviour = GetComponent <AIShootBehaviour>(); _lookAtTarget = GetComponent <LookAtTargetBehaviour>(); _agent = GetComponent <NavMeshAgent>(); _strafeBehaviour.enabled = false; _shootBehaviour.enabled = false; _lookAtTarget.enabled = false; _arriveBehaviour.enabled = true; _lookAtTarget.Target = Target; _arriveBehaviour.TargetPosition = GetRandomPositionInView(); }
public override void OnInspectorGUI() { // Get reference to script ArriveAtPointBehaviour script = target as ArriveAtPointBehaviour; // Declare help text string helpText = "While this script is enabled, it will use the attached Nav Mesh Agent component to allow this GameObject to pathfind to a designated point in space."; // Display help text _showText = EditorGUILayout.BeginFoldoutHeaderGroup(_showText, "Info"); if (_showText) { EditorGUILayout.HelpBox(helpText, MessageType.Info); } EditorGUILayout.EndFoldoutHeaderGroup(); // Display base inspector gui base.OnInspectorGUI(); }