示例#1
0
 protected virtual void OnEnable()
 {
     TickedObject            = new TickedObject(OnUpdateSteering);
     TickedObject.TickLength = _tickLength;
     _steeringQueue          = UnityTickedQueue.GetInstance(QueueName);
     _steeringQueue.Add(TickedObject);
 }
示例#2
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    /// <summary>
    /// Retrieves a named custom instance.
    /// The queue's GameObject will be named Ticked Queue - name.
    /// If the name already exists, it will retrieve the older named instance.
    /// </summary>
    /// <param name="name">
    /// A <see cref="System.String"/> giving the name of the queue.
    /// </param>
    /// <returns>
    /// A <see cref="UnityTickedQueue"/> instance.
    /// </returns>
    public static UnityTickedQueue GetInstance(string name)
    {
        if (string.IsNullOrEmpty(name))
        {
            return(Instance);
        }
        name = name.ToLower();

        UnityTickedQueue queue = null;

        if (_instances == null)
        {
            _instances = new Dictionary <string, UnityTickedQueue>();
        }
        else
        {
            _instances.TryGetValue(name, out queue);
        }

        if (queue == null)
        {
            queue            = CreateInstance(name);
            _instances[name] = queue;
        }

        return(queue);
    }
示例#3
0
 void OnEnable()
 {
     _tickedObject            = new TickedObject(OnUpdateRadar);
     _tickedObject.TickLength = _tickLength;
     _steeringQueue           = UnityTickedQueue.GetInstance(_queueName);
     _steeringQueue.Add(_tickedObject);
     _steeringQueue.MaxProcessedPerUpdate = _maxQueueProcessedPerUpdate;
 }
示例#4
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 protected void OnEnable()
 {
     // Initialize the behavior tree and its queue
     _tickedObject            = new TickedObject(OnMeasureSpeed);
     _tickedObject.TickLength = _measuringSpeed;
     _queue = UnityTickedQueue.GetInstance(_queueName);
     _queue.Add(_tickedObject);
 }
 protected override void OnEnable()
 {
     base.OnEnable();
     TickedObject            = new TickedObject(OnUpdateSteering);
     TickedObject.TickLength = _tickLength;
     _steeringQueue          = UnityTickedQueue.GetInstance(QueueName);
     _steeringQueue.Add(TickedObject);
     _steeringQueue.MaxProcessedPerUpdate = _maxQueueProcessedPerUpdate;
 }
示例#6
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    public MovementTracker(Transform target = null, float measuringSpeed = 0.25f, string queueName = "MovementTracker")
    {
        tickedObject            = new TickedObject(Update);
        tickedObject.TickLength = measuringSpeed;
        tickedQueue             = UnityTickedQueue.GetInstance(queueName);

        this.target = target;
        enabled     = true;
    }
示例#7
0
 void OnEnable()
 {
     _tickedObject = new TickedObject(OnUpdateRadar);
     _tickedObject.TickLength = _tickLength;
     _steeringQueue = UnityTickedQueue.GetInstance(_queueName);
     _steeringQueue.Add(_tickedObject);
     _steeringQueue.MaxProcessedPerUpdate = _maxQueueProcessedPerUpdate;
 }
 protected override void OnEnable()
 {
     base.OnEnable();
     TickedObject = new TickedObject(OnUpdateSteering);
     TickedObject.TickLength = _tickLength;
     _steeringQueue = UnityTickedQueue.GetInstance(QueueName);
     _steeringQueue.Add(TickedObject);
     _steeringQueue.MaxProcessedPerUpdate = _maxQueueProcessedPerUpdate;
 }
示例#9
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 protected void OnEnable()
 {
     // Initialize the behavior tree and its queue
     _tickedObject = new TickedObject(OnMeasureSpeed);
     _tickedObject.TickLength = _measuringSpeed;
     _queue = UnityTickedQueue.GetInstance(_queueName);
     _queue.Add(_tickedObject);
 }
示例#10
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	protected virtual void OnEnable()
	{
		TickedObject = new TickedObject(OnUpdateSteering);
		TickedObject.TickLength = _tickLength;
		_steeringQueue = UnityTickedQueue.GetInstance(QueueName);
		_steeringQueue.Add(TickedObject);
	}