示例#1
0
 private void Awake()
 {
     aiPath                 = GetComponent <RichAI>();
     characterAnim          = GetComponent <CharacterAnimCpt>();
     rvoController          = GetComponent <RVOController>();
     rvoController.priority = Random.Range(0f, 1f);
 }
示例#2
0
    private void Awake()
    {
        aiForCharacterPath = CptUtil.AddCpt <AIForCharacterPathAuto>(gameObject);
        characterAnim      = GetComponent <CharacterAnimCpt>();

        AutoLinkHandler();
        ReflexUtil.AutoLinkDataForChild(this, "transform_");
    }
    protected IEnumerator CoroutineForLoadCharacterModel(string playerModelName, string enemyModelName)
    {
        ResourceRequest resourceRequest = Resources.LoadAsync("Character/Pirate_Base_2");

        yield return(resourceRequest);

        GameObject objCharacterModel = resourceRequest.asset as GameObject;

        //初始化友方模型
        objCharacterPlayerModel = Instantiate(gameObject, objCharacterModel);
        ResourceRequest playerRequest = Resources.LoadAsync("Character/" + playerModelName);

        yield return(playerRequest);

        GameObject objPlayer = playerRequest.asset as GameObject;

        Instantiate(objCharacterPlayerModel, objPlayer);
        CharacterAnimCpt playerAnim = objCharacterPlayerModel.GetComponent <CharacterAnimCpt>();

        playerAnim.InitAnim();
        objCharacterPlayerModel.SetActive(false);
        //初始化敌方模型
        objCharacterEnemyModel = Instantiate(gameObject, objCharacterModel);
        ResourceRequest EnemyRequest = Resources.LoadAsync("Character/" + enemyModelName);

        yield return(EnemyRequest);

        GameObject objEnemy = EnemyRequest.asset as GameObject;

        Instantiate(objCharacterEnemyModel, objEnemy);
        CharacterAnimCpt EnemyAnim = objCharacterEnemyModel.GetComponent <CharacterAnimCpt>();

        EnemyAnim.InitAnim();
        objCharacterEnemyModel.SetActive(false);
        Resources.UnloadUnusedAssets();
    }
示例#4
0
 private void Awake()
 {
     aiSeeker      = CptUtil.AddCpt <Seeker>(gameObject);
     characterAnim = GetComponent <CharacterAnimCpt>();
 }