void Start() { this_RB = GetComponent<Rigidbody>(); currentState = patrolState; anim = GetComponent<Animator>(); tailCollider = transform.GetChild(2).gameObject; attackBuddyDistance = playerBuddy.gameObject.GetComponent<CapsuleCollider>().bounds.size.z; }
void Start() { this_RB = GetComponent <Rigidbody>(); currentState = patrolState; anim = GetComponent <Animator>(); tailCollider = transform.GetChild(2).gameObject; attackBuddyDistance = playerBuddy.gameObject.GetComponent <CapsuleCollider>().bounds.size.z; }
private void InitiateBoard(string fen) { AIblack = new AIMinMaxAlfaBeta(); AIwhite = new AIrandom(); HumanPlayer = ChessPieceColor.White; ChessBoard = new Board(fen); ChessBoard.WhoseMove = ChessPieceColor.White; PieceMoves.InitiateChessPieceMotion(); GenerateValidMoves(); }
public virtual void CreateUnit(int id, float speed, int health, float weaponSpeed, int damage, int range, int accuracy) { agent = gameObject.GetComponent <NavMeshAgent>(); interfaceAI = gameObject.GetComponent <InterfaceAI>(); baseId = id; baseSpeed = speed; baseHealth = health; currentHealth = baseHealth; baseWeaponSpeed = weaponSpeed; baseDamage = damage; baseRange = range; baseAccuracy = accuracy; interfaceAI.SetSlider(currentHealth); agent.speed = baseSpeed; }
// State-specific methods. ------------------------------------------------------------ // State-switching method. ----------------------------------------------------------- public void ChangeState(InterfaceAI state) { hasRunOnce = false; stateMachine.currentState = state; }
// State-switching method. ----------------------------------------------------------- public void ChangeState(InterfaceAI state) { stateMachine.currentState = state; }
// State-switching method. ------------------------------------------------------------ public void ChangeState(InterfaceAI state) { stateMachine.currentState = state; }