Пример #1
0
    // Use this for initialization
    void Start()
    {
        timer = 0.0f;
        numChars = characters.transform.childCount;
        Debug.Log (numChars);
        behaviourScripts = new MasterBehaviour[numChars];

        for (int i = 0; i < numChars; i++) {
            MasterBehaviour mb = characters.transform.GetChild(i).GetComponent<MasterBehaviour>();
            mb.Starta(plane, swamps, nodeSize);
            behaviourScripts[i] = mb;
        }

        pathfinder = new PathfindingScheduler ();
        pathFindingChars = new LinkedList<GameObject> ();

        //get rid of swamp colliders
        if (swamps != null) {
            int swampCount = swamps.transform.childCount;
            for (int k = 0; k < swampCount; k++) {
                swamps.transform.GetChild (k).GetComponent<MeshCollider> ().enabled = false;
            }
        }
        shootDistance = 10f;
    }
Пример #2
0
    // Use this for initialization
    void Start()
    {
        timer    = 0.0f;
        numChars = characters.transform.childCount;
        Debug.Log(numChars);
        behaviourScripts = new MasterBehaviour[numChars];

        for (int i = 0; i < numChars; i++)
        {
            MasterBehaviour mb = characters.transform.GetChild(i).GetComponent <MasterBehaviour>();
            mb.Starta(plane, swamps, nodeSize);
            behaviourScripts[i] = mb;
        }

        pathfinder       = new PathfindingScheduler();
        pathFindingChars = new LinkedList <GameObject> ();


        //get rid of swamp colliders
        if (swamps != null)
        {
            int swampCount = swamps.transform.childCount;
            for (int k = 0; k < swampCount; k++)
            {
                swamps.transform.GetChild(k).GetComponent <MeshCollider> ().enabled = false;
            }
        }
        shootDistance = 10f;
    }
Пример #3
0
    // Use this for initialization
    void Start()
    {
        numChars = characters.transform.childCount;
        //		Debug.Log (numChars);
        behaviourScripts = new MasterBehaviour[numChars];

        for (int i = 0; i < numChars; i++) {
            MasterBehaviour mb = characters.transform.GetChild(i).GetComponent<MasterBehaviour>();
            mb.Starta(plane, nodeSize, sniper.transform.position);
            behaviourScripts[i] = mb;
        }

        pathfinder = new PathfindingScheduler ();
        pathFindingChars = new LinkedList<GameObject> ();
        deadSet = new List<GameObject>();
        seenDeadSet = new List<Vector3> ();

        shootDistance = 10f;
        sightDist = 100.0f;

        maxDist = 100f;
        NB = new NaiveBayes (behaviourScripts [0].reachGoal.state.sGrid.hiddenSpaceCost, maxDist);
        NB.Starta ();
        currentlySearching = new List<MasterBehaviour> ();
    }