/* * void Start () * { * _thisUnit = transform; * _thisMotor = GetComponent<IMotor>(); * _gradus = Random.Range(-180f, 180f); * _period = 0; * if (onePoint != null && twoPoint != null && threePoint != null && foPoint != null) * { * _thisPoints = new[] * { * onePoint.transform.position, twoPoint.transform.position, threePoint.transform.position, * foPoint.transform.position * }; * * } * } */ public MovedRandom(Transform unit, Vector3[] point, MotorNow motor, float minDelay, float maxDelay, Transform pointFollow = null, float distanceFollow = 0f) { _unit = unit; _thisPoints = point; _thisMotor = motor; this.minDelay = minDelay; this.maxDelay = maxDelay; this.pointFollow = pointFollow; this.distanceFollow = distanceFollow; }
void Start() { //attack = true; //transformCache = gameObject.transform; //lineRenderer = GetComponent<LineRenderer>(); //rigidbody2DCache = GetComponent<Rigidbody2D>(); //seeker = GetComponent<Seeker>(); //id = GlobalID.GetID(); //Надо будет сделать статичным motorNow = new MotorNow(transformCache, rigidbody2DCache, speed, speedRotate, target.transform, seeker); visibleTypical = new VisibleTypical(transformCache, lineRenderer, target, layerMask, angle, distance, tagMask); findAngry = new FindAngry(transformCache, motorNow, visibleTypical, distanceFind); movedRandom = new MovedRandom(transformCache, new Vector3[4], motorNow, minDelay, maxDelay, point, distancePoint); //movedFollowingObj = new MovedFollowingObj(transformCache, motorNow, distanceFollowing, distanceTeleport); player = target.GetComponent <IPlayer>(); }
public void SetMotor() { motorNow = new MotorNow(transformCache, rigidbody2DCache, speed, speedRotate, target.transform, seeker); }