public void Start() { engines = GetComponent<EngineSystem>(); weaponSystem = GetComponent<WeaponSystem>(); flightControls = new FlightControls(yawDamp, pitchDamp, rollDamp); engines.SetFlightControls(flightControls); flightControls.SetStickInputs(0f, 0f, 0f, startThrottle); EventManager.Instance.AddListener<Event_EntityDespawned>(OnEntityDespawned); PlayerManager.PlayerEventManager.AddListener<Event_EntityDamaged>(OnDamageTaken); cameraEye = GetComponentInChildren<CameraEye>(); }
public AIState(string name, AIPilot pilot) { this.name = name; this.pilot = pilot; this.entity = pilot.entity; this.transform = entity.transform; this.sensorSystem = entity.sensorSystem; this.engineSystem = entity.engineSystem; this.weaponSystem = entity.weaponSystem; this.commSystem = entity.commSystem; this.navSystem = entity.navSystem; }
public AISubstate(AIState parentState) { this.parentState = parentState; this.pilot = parentState.pilot; this.entity = parentState.pilot.entity; this.transform = entity.transform; this.sensorSystem = entity.sensorSystem; this.engineSystem = entity.engineSystem; this.weaponSystem = entity.weaponSystem; this.commSystem = entity.commSystem; this.navSystem = entity.navSystem; }
public void Awake() { if (radius <= 0) radius = 10f; //todo do this better, use collider bounds weaponSystem = GetComponentInChildren<WeaponSystem>(); engineSystem = GetComponentInChildren<EngineSystem>(); }
public void FillEnergy(float i_AmonutOfEnergy, string i_EnergyType) { EngineSystem.FillEnergy(i_AmonutOfEnergy, i_EnergyType); m_PercentOfEnergy = (100 * EngineSystem.CurrentEnergyStatus) / EngineSystem.MaxEnergyCapacity; }
public virtual void Start() { entity = GetComponent<Entity>(); engines = GetComponentInChildren<EngineSystem>(); weaponSystem = GetComponent<WeaponSystem>(); flightControls = new FlightControls(); engines.SetFlightControls(flightControls); rigidbody = GetComponent<Rigidbody>(); EventManager.Instance.AddListener<Event_EntityDespawned>(OnEntityDespawned); SelectWeapon(); }
//todo -- probably takes a descriptor to read pilot stats out of public void Start() { this.entity = GetComponent<Entity>(); this.engines = GetComponentInChildren<EngineSystem>(); this.controls = engines.FlightControls; this.sensorSystem = entity.sensorSystem; this.weaponSystem = entity.weaponSystem; this.commSystem = entity.commSystem; this.navSystem = entity.navSystem; Assert.IsNotNull(this.entity, "AIPilot needs an entity " + transform.name); Assert.IsNotNull(this.engines, "AIPilot needs an engine system"); Assert.IsNotNull(this.sensorSystem, "AIPilot needs a sensor system"); goals = new List<AIGoal>(5); AddGoal(new AIGoal_Idle()); AIGoalDescriptor desc = new AIGoalDescriptor(0.5f); AddGoal(new AIGoal_GoTo(desc, new Vector3(0, 0, 42f), 5f)); aiStates = CreateAIStates(this); SetAIState(); }