// Use this for initialization void Start() { myAI = this.GetComponentInChildren<AIRig>(); if(myAI==null) Debug.Log("You need to add an AI Component!",this.gameObject); myFormationHarnessElement = myAI.AI.GetCustomElement<FormationHarnessElement>(); if(displayText!=null) displayText.text= "FORMATION TYPE:\n"+ wedge+" - Wedge Formation\n"+ column+" - Column Formation\n"+ skirmishLeft+" - Skirmish Left Formation\n"+ skirmishRight+" - Skirmish Right Formation\n"+ echelonLeft+" - Echelon Left Formation\n"+ echelonRight+" - Echelon Right Formation\n"+ "\n"+ "SQUAD COMMANDS\n"+ formUp+" - Squad Form Up\n"+ attack+" - Squad Attack\n"+ coverMe+" - Squad Cover Me\n"+ takeCover+" - Squad Take Cover\n"+ flank+" - Squad Flank\n"; }
/// <summary> /// On Start, grab the game manager and AimAndFireElement /// </summary> public override void Start() { base.Start(); // Grab the game manager from the scene _gameManager = UnityEngine.Object.FindObjectOfType<GameManager>(); // Set our accuracy to 0 (0 error that is) and our muzzle tip to our camera so we fire straight _aimElement = AI.GetCustomElement<AimAndFireElement>(); _aimElement.Accuracy = 0; _formationHarnessElement = AI.GetCustomElement<FormationHarnessElement>(); }