// Start is called before the first frame update void Start() { mySeek = new Seek(); mySeek.character = this; mySeek.target = target; myFlee = new Flee(); myFlee.character = this; myFlee.target = target; myArrv = new Arrive(); myArrv.character = this; myArrv.target = target; myAlgn = new Align(); myAlgn.character = this; myAlgn.target = target; myFace = new Face(); myFace.character = this; myFace.target = target; myLWYG = new LookWhereGoing(); myLWYG.character = this; myLWYG.target = target; myFPth = new FollowPathDemo(); myFPth.character = this; myFPth.path = waypointList; //myFPth.target = target; }
// Start is called before the first frame update void Start() { myRotateType = new LookWhereGoing(); myRotateType.character = this; myRotateType.target = target; Graph myGraph = new Graph(); myGraph.Build(); List <Connection> path = Dijkstra.pathfind(myGraph, start, goal); // path is a list of connections - convert this to gameobjects for the FollowPath steering behavior myPath = new GameObject[path.Count + 1]; int i = 0; foreach (Connection c in path) { Debug.Log("from " + c.getFromNode() + " to " + c.getToNode() + " @" + c.getCost()); myPath[i] = c.getFromNode().gameObject; i++; } myPath[i] = goal.gameObject; myMoveType = new FollowPathDemo(); myMoveType.character = this; myMoveType.path = myPath; }
// Start is called before the first frame update protected virtual void Start() { mySeek = new Seek(); mySeek.character = this; mySeek.target = target; myFlee = new Flee(); myFlee.character = this; myFlee.target = target; myArrv = new Arrive(); myArrv.character = this; myArrv.target = target; myAlgn = new Align(); myAlgn.character = this; myAlgn.target = target; myFace = new Face(); myFace.character = this; myFace.target = target; myLWYG = new LookWhereGoing(); myLWYG.character = this; myLWYG.target = target; myFPth = new FollowPathDemo(); myFPth.character = this; myFPth.path = waypointList; mySepr = new Separation(); mySepr.character = this; myPrsu = new Pursue(); myPrsu.character = this; myPrsu.target = target; myClAv = new CollAvoid(); myClAv.character = this; myClAv.targets = collAvoidTargets; myObAv = new ObstAvoid(); myObAv.character = this; controlledSteeringUpdate = new SteeringOutput(); }