void Start() { captGunbools = trenchGO.GetComponent <lookAtTrench>(); detection = trenchGO.GetComponent <DetectTarget>(); gettingTypeShoot = _particleSystem.GetComponent <shootMAG>(); captTarget = GameObject.Find("Player"); target = captTarget.transform; detection.enemiesTag = target.tag; currentState = sceneBuilder.Behavior.Idle; // vehicle start in Vigilant }
// Use this for initialization void Start() { target = gameObject; boids = new List <GameObject>(); deadBoids = new List <GameObject>(); for (int i = 0; i < numberOfBoids; i++) { Vector3 pos = transform.position + Random.insideUnitSphere * spawnRadius; pos.y = 0.0f; Quaternion rot = Quaternion.Euler(0, Random.Range(0, 360), 0); boids.Add(Instantiate(boidPrefab, pos, rot)); boids[i].GetComponent <Boid>().flock = this; // TODO - Configure the combat AI on the boid we just built. // get the tree, and set any blackbaord variables it may need, such as the mask, the object hit (which will be null to start), the shooting range BehaviorTree bt = boids[i].AddComponent <BehaviorTree>(); bt.AddKey("target"); bt.AddKey("wait", Random.Range(1.0f, 2.0f)); Sequence sq = new Sequence(); sq.tree = bt; bt.root = sq; //Wait is used because it chaos without it Wait wait = new Wait(); wait.tree = bt; wait.TimeToWaitKey = "wait"; ZapTarget zt = new ZapTarget(); zt.tree = bt; zt.TargetKey = "target"; DetectTarget dt = new DetectTarget(); dt.tree = bt; dt.TargetKey = "target"; DamageBoid db = new DamageBoid(); db.tree = bt; db.TargetKey = "target"; sq.children.Add(wait); sq.children.Add(dt); sq.children.Add(zt); sq.children.Add(db); } }
// Use this for initialization void Start() { Selector TreeRoot = new Selector(); Sequence ShootSequence = new Sequence(); DetectTarget detectTask = new DetectTarget(); ZapTarget zapTask = new ZapTarget(); DamageBoid damageBoidTask = new DamageBoid(); SetValue("selfBoid", Boid); SetValue("Line", line); ShootSequence.children.Add(detectTask); ShootSequence.children.Add(zapTask); ShootSequence.children.Add(damageBoidTask); TreeRoot.children.Add(ShootSequence); ShootSequence.tree = this; TreeRoot.tree = this; detectTask.tree = this; zapTask.tree = this; damageBoidTask.tree = this; root = TreeRoot; }
public bool enemyDead; // indica morte no lifeManager; // lifeManager _lifeManger; void Start() { // bool controls enemyDead = false; externalControl = false; lookAtTrigger = false; shootTriggerManager = false; scapeTrigger = false; endScape = false; // getting components animator_Manager = soldierGO.GetComponent <AnimatorManager>(); // Acive animations detection = soldierGO.GetComponent <DetectTarget>(); // Recebe componente RayCast //_lifeManger = soldierGO.GetComponent<lifeManager>(); // settings to scape startTime = Time.time; // Keep a note of the time the movement started (scape function) journeyLength = Vector3.Distance(soldierGO.transform.position, scape.transform.position); // Calculate the journey length captTarget = GameObject.Find("Player"); enemyTarget = captTarget.gameObject; detection.enemiesTag = enemyTarget.tag; // passa a tag do GameObject enemyTarget para a string "enemiesTag" do script DetectTarget }
private void Awake() { detectTarget = GetComponent <DetectTarget>(); anim = GetComponentInChildren <Animator>(); }
void Awake() { speed = GetComponent <MinionData>().Data.MoveSpeed; detectTarget = GetComponent <DetectTarget>(); rb = GetComponent <Rigidbody>(); }
private void Awake() { detectTarget = transform.GetComponentInParent <DetectTarget>(); }