public override void Init(string objectID, BaseEntityController controller, bool weaponsActive, VesselShipStats shipStats, SceneController sceneController) { base.Init(objectID, controller, weaponsActive, shipStats, sceneController); // Retrieves interface for the target finder targetFinder = this.GetComponent <ITargetFinder>(); // creates new target checker for relative direction check targetChecker = new TargetDirectionCheck(); }
//AimAssist aimAssist; public override void Init(string objectID, BaseEntityController controller, bool weaponsActive, VesselShipStats shipStats, SceneController sceneController) { base.Init(objectID, controller, weaponsActive, shipStats, sceneController); aimAssist = new AimAssist(); aimAssist.Init(this, sceneController.dynamicHud.aimSightUI); targetChecker = new TargetDirectionCheck(); //shipTransforms = this.GetComponent<VesselTransforms>(); detectionDist = shipStats.maxProximityDist / 3; SetupWeapons(); }
public override void BeginState() { Debug.Log("Begun Pursuit State"); controller = this.GetComponent <AIController>(); objectID = controller.objectID; shipStats = GameManager.Instance.gameSettings.vesselStats.Where(x => x.type.Equals(controller.vesselSelection)).First(); dirChecker = new TargetDirectionCheck(); // Collect components for class weaponAim = this.GetComponent <IWeaponAim>(); weaponSystem = this.GetComponent <IWeaponSystem>(); targetFinder = this.GetComponent <ITargetFinder>(); weaponTargetSetter = this.GetComponent <ISetWeaponTarget>(); movementController = this.GetComponent <AIMovementController>(); targetFinder.FindTarget(); weaponTargetSetter.SetTarget(); }