public void LoadNeutralPatrol() { ground_level = transform.position.y - (transform.localScale.y / 2); initial_position = new Vector3(transform.position.x, ground_level, transform.position.z); initial_orientation = transform.rotation; // Patrols initialization if (!neutral_patrol.static_patrol) { if (neutral_patrol.path_attached != null) { // ---- Neutral patrol initialization for editor ---- Transform[] path = neutral_patrol.path_attached.transform.getChilds(); if (path.Length > 0) { Patrol tmp_patrol = new Patrol(path.Length, PATROL_TYPE.NEUTRAL); for (int i = 0; i < path.Length; ++i) { tmp_patrol.path[i] = path[i].transform.position; tmp_patrol.path[i].y = ground_level; if (neutral_patrol.Length > i) { tmp_patrol.stop_times[i] = neutral_patrol.stop_times[i]; tmp_patrol.trigger_movement[i] = neutral_patrol.trigger_movement[i]; tmp_patrol.recieve_trigger[i] = neutral_patrol.recieve_trigger[i]; } } neutral_patrol.Set(tmp_patrol); } else { Debug.Log("Error loading NEUTRAL PATROL: The patrol must contain more than one waypoint (use Static toggle instead)."); } } else { Debug.Log("Error loading NEUTRAL PATROL: There is no GameObject attached!"); } } }