// Use this for initialization void Start() { ant_path = this.GetComponent <wp_path_manager>(); ant_path.start_node_id = 0; // der start ist immer die base also 0; this.transform.position = get_wp_pos(ant_path.start_node_id); node_added(); }
// Use this for initialization void Start() { ant_bite_size = 0.0f; ant_path = this.gameObject.GetComponent <wp_path_manager>(); this.name = vars.collector_ant_name; if (ant_state == ant_activity_state.sleep) { //invisible schalten model_holder.SetActive(false); this.transform.position = GameObject.Find(vars.sleep_pos_manager_name).GetComponent <sleep_pos_manager>().get_sleeping_pos(); } else if (ant_state == ant_activity_state.walking) { model_holder.SetActive(true); sw_path(); } //sw_path(); }
// Use this for initialization void Start() { ant_bite_size = 0.0f; ant_path = this.gameObject.GetComponent<wp_path_manager>(); this.name = vars.collector_ant_name; if(ant_state == ant_activity_state.sleep){ //invisible schalten model_holder.SetActive(false); this.transform.position = GameObject.Find(vars.sleep_pos_manager_name).GetComponent<sleep_pos_manager>().get_sleeping_pos(); }else if(ant_state == ant_activity_state.walking){ model_holder.SetActive(true); sw_path(); } //sw_path(); }