// InstantiateSignal() // create a signal that subtracts public GameObject InstantiateSignal(float size, string mod, float modifier, bool hitall, bool hitself) { GameObject obtainSurroundings = Instantiate(Checks.signalPrefab, transform.position, Quaternion.identity, transform) as GameObject; SignalApplication signalModifier = obtainSurroundings.GetComponent <SignalApplication>(); signalModifier.SetSignalParameters(this.gameObject, size, new Dictionary <string, float>() { { mod, modifier } }, hitall, hitself); return(obtainSurroundings); }
/// <summary> /// for every creature in the nearbycreatures list, inserts them into a dictionary with (Collider2D : character data) /// </summary> public void AwareNearby() { // clear all creatues AllCreatures.Clear(); // update all creatures GameObject obtainSurroundings = Instantiate(signalPrefab, this.transform.position, Quaternion.identity) as GameObject; SignalApplication signalModifier = obtainSurroundings.GetComponent <SignalApplication>(); signalModifier.SetSignalParameters(this.gameObject, AiData.Perception, new Dictionary <string, float>() { }, true, false); AiData.Awareness = signalModifier; // the signal will notify the signal creator of this data once it is dead }