public Sequence_MoveToDefense(HiveOfSurvivors hivemind) { select = new BT_Selector(); select.AddTask(new Task_WaitOnCurrEnemies()); runThru = new BT_Sequence(); runThru.AddTask(new Task_CallDefenseUpdate(hivemind)); runThru.AddTask(new Task_MoveToDefensePoint()); select.AddTask(runThru); children.Add(select); //children.Add(runThru); //children.Add(new Task_CallDefenseUpdate(hivemind)); //children.Add(new Task_MoveToDefensePoint()); }
void Start() { survivor = GetComponent <Survivor>(); blackboard = new Blackboard(); hiveRef = GameObject.FindObjectOfType <HiveOfSurvivors>(); btBrain = new BT_Sequence(); mvmtBrain = new BT_Sequence(); mvmtTree = new BT_Sequence(); this.CreateAStarBT(); this.CreateDefaultMvmtTree(); this.CreateMultiGunBT(); this.SetMvmtTree(MOVEMENT_TREE.DEFAULT); mvmtBrain.AddTask(mvmtTree); blackboard.startNode = start; blackboard.goalNode = end; mvmtTracker = Moving.NOT_MOVING_ON_ASTAR; }
public Task_CallDefenseUpdate(HiveOfSurvivors hvm) { hivemind = hvm; }