Пример #1
0
 protected override void Start()
 {
     base.Start();
     m_deedReporter = GetComponent <DeedReporter>();
     interactionUI  = FindObjectOfType <InteractionUI>();
     StartCoroutine(UpdateUICoroutine());
 }
Пример #2
0
 // Start() does basic setup.
 protected override void Start()
 {
     base.Start();
     m_deedReporter         = GetComponent <DeedReporter>();
     m_member               = GetComponent <FactionMember>();
     m_member.GetPowerLevel = GetPowerLevel;
     m_member.GetSelfPerceivedPowerLevel = GetSelfPerceivedPowerLevel;
     m_destination = GetRandomDestination();
     m_text        = GetComponentInChildren <UnityEngine.UI.Text>();
     ChangeState(State.Wander, null);
 }
Пример #3
0
 // Start() does basic setup.
 protected override void Start()
 {
     base.Start();
     m_deedReporter = GetComponent <DeedReporter>();
     if (m_deedReporter != null)
     {
         m_deedReporter.enabled = true;                         // Dummy line to quiet Unity 2018+ if USE_PHYSICS2D isn't set yet.
     }
     m_member = GetComponent <FactionMember>();
     m_member.GetPowerLevel = GetPowerLevel;
     m_member.GetSelfPerceivedPowerLevel = GetSelfPerceivedPowerLevel;
     m_destination = GetRandomDestination();
     m_text        = GetComponentInChildren <UnityEngine.UI.Text>();
     ChangeState(State.Wander, null);
 }