示例#1
0
    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();
    }
示例#2
0
    //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();
    }
示例#3
0
    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();
    }