Пример #1
0
 public void Initialize(AICharacterBrain _Brain)
 {
     brain      = _Brain;
     aiSettings = _Brain.GetComponent <AISettings>();
     if (aiSettings.m_SurfaceConscious)
     {
         m_AISurfaceConscious.Initialize(brain);
     }
 }
Пример #2
0
        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);
            }
        }
Пример #3
0
        //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();
        }
Пример #4
0
        // 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();
        }
Пример #5
0
 public override void InitializeSensor(AICharacterBrain _Brain)
 {
     brain      = _Brain;
     aiSettings = _Brain.GetComponent <AISettings>();
 }