public void Awake() { for (int i = 0; i < agentNumber; i++) { pos.x = Random.Range(-maxDistance, maxDistance); pos.y = Random.Range(-maxDistance, maxDistance); pos.z = Random.Range(-maxDistance, maxDistance); GameObject temp = Instantiate(prefab, pos, new Quaternion()) as GameObject; if (temp.GetComponent <SeekBehavior>() != null) { SeekBehavior sa = temp.GetComponent <SeekBehavior>(); sa.target = gameObject.transform; sa.steeringFactor = steeringBehavior; } if (temp.GetComponent <SeekArrive>() != null) { SeekArrive sa = temp.GetComponent <SeekArrive>(); sa.target = gameObject.transform; sa.steeringFactor = steeringBehavior; sa.radius = radius; } MonoBoid mb = temp.GetComponent <MonoBoid>(); mb.agent.position = pos; mb.mass = Random.Range(minMass, maxMass); mb.agent.velocity = Vector3.up; } }
public void Start() { mb = gameObject.GetComponent <MonoBoid>(); }