void Awake() { _agent = GetComponent <Agent>(); _agentBehavior = GetComponent <AgentBehavior>(); _agent.ActiveBehavior = _agentBehavior; }
public void Awake() { puckMesh = puck.GetComponent <Renderer>(); puckBody = puck.GetComponent <Rigidbody>(); agent = paddle.GetComponent <AgentBehavior>(); seek = paddle.GetComponent <Seek>(); leave = paddle.GetComponent <Leave>(); if (seek.target == null) { seek.target = new GameObject(); } if (leave.target == null) { leave.target = new GameObject(); } puckWidth = puckMesh.bounds.extents.z; state = AHRState.IDLE; hasAttacked = false; }
// ####################### core mono ################################### // void Awake() { arounds_soft = new Collider[0]; arounds_hard = new Collider[0]; agent = GetComponent<NavMeshAgent> (); path = new NavMeshPath(); react = GetComponent<AgentBehavior> (); id = global_id_counter ++; debug_attack_color = GetComponent<MeshRenderer> ().material.color; }
public void addBehavior(AgentBehavior newBehavior) { behaviorList.Add(newBehavior); newBehavior.setAgent(_myself); }