public void Initialize(AICharacterBrain _Brain) { brain = _Brain; aiSettings = _Brain.GetComponent <AISettings>(); if (aiSettings.m_SurfaceConscious) { m_AISurfaceConscious.Initialize(brain); } }
public void InitializeDictionary(AICharacterBrain _Brain) { aiSetting = _Brain.GetComponent <AISettings>(); //将所有用户设置的关系加入dictionary //Debug.Log(aiSetting.m_PreSetAcquaintanceInfo.Count); for (int i = 0; i < aiSetting.m_PreSetAcquaintanceInfo.Count; i++) { m_Acquaintance.Add(aiSetting.m_PreSetAcquaintanceInfo[i].PreSetObject.name, aiSetting.m_PreSetAcquaintanceInfo[i].PreSetRelationship); } }
//private LearnedBehavior currentLearnedBehavior;//当前决定所对应的学习性行为 /// <summary> /// 初始化LearnedBehaviorManager /// </summary> /// <param name="_Brain">传入的AIbrain</param> public void Initialize(AICharacterBrain _Brain) { brain = _Brain; aiSettings = _Brain.GetComponent <AISettings>(); // Debug.Log(aiSettings.m_PatrolPlace[0].position); baseMoveManager = _Brain.m_BaseMoveManager; for (int i = 0; i < aiSettings.m_PatrolPlace.Count; i++) { if (aiSettings.m_PatrolPlace[i] != null) { m_PatrolTargets.Add(aiSettings.m_PatrolPlace[i].position); } } InitializeDecision(); }
// Use this for initialization void Start() { brain = GetComponent <AICharacterBrain>(); aiSettings = GetComponent <AISettings>(); originalPlace = new Vector3(m_CurrentTransform.position.x, m_CurrentTransform.position.y, m_CurrentTransform.position.z); if (aiSettings.m_PreSetAcquaintanceInfo.Count == 0) { aiSettings.m_PreSetAcquaintanceInfo.Add(aiSettings.CreatePreSetAcquaintanceInfo(GameObject.FindGameObjectWithTag("Player"), AISettings.RelationShip.Hate)); //Debug.Log(aiSettings.m_PreSetAcquaintanceInfo[0].PreSetObject + " " + aiSettings.m_PreSetAcquaintanceInfo[0].PreSetRelationship); } //anim = GetComponent<Animator>(); delayTimer = aiSettings.m_DelayTimer; recordDelayTimer = aiSettings.m_DelayTimer; InitializeProperty(); }
public override void InitializeSensor(AICharacterBrain _Brain) { brain = _Brain; aiSettings = _Brain.GetComponent <AISettings>(); }