// Use this for initialization public virtual void Initialize(MacroAIParty party, Faction faction) { RunningNodeHist = new MaxStack <string>(20); AimSkill = UnityEngine.Random.Range(0.6f, 1f); MyShip = transform.GetComponent <ShipBase>(); AvoidanceDetector = MyShip.MyReference.AvoidanceDetector; AvoidanceDetector.ParentShip = MyShip; Whiteboard = new Whiteboard(); Whiteboard.Initialize(); //AttackTarget = GameManager.Inst.PlayerControl.PlayerShip; //Whiteboard.Parameters["TargetEnemy"] = AttackTarget; Whiteboard.Parameters["SpeedLimit"] = -1f; MyParty = party; MyFaction = faction; MyPartyNumber = MyParty.PartyNumber; WeaponControl = new AIWeaponControl(); WeaponControl.Initialize(this); TreeSet = new Dictionary <string, BehaviorTree>(); TreeSet.Add("BaseBehavior", GameManager.Inst.DBManager.XMLParserBT.LoadBehaviorTree("BaseBehavior", this, party)); TreeSet.Add("Travel", GameManager.Inst.DBManager.XMLParserBT.LoadBehaviorTree("Travel", this, party)); TreeSet.Add("FollowFriendly", GameManager.Inst.DBManager.XMLParserBT.LoadBehaviorTree("FollowFriendly", this, party)); TreeSet.Add("FighterCombat", GameManager.Inst.DBManager.XMLParserBT.LoadBehaviorTree("FighterCombat", this, party)); TreeSet.Add("BigShipCombat", GameManager.Inst.DBManager.XMLParserBT.LoadBehaviorTree("BigShipCombat", this, party)); }
public override void Initialize(MacroAIParty party, Faction faction) { RunningNodeHist = new MaxStack <string>(20); MyShip = transform.GetComponent <ShipBase>(); Whiteboard = new Whiteboard(); Whiteboard.Initialize(); //AttackTarget = GameManager.Inst.PlayerControl.PlayerShip; //Whiteboard.Parameters["TargetEnemy"] = AttackTarget; Whiteboard.Parameters["SpeedLimit"] = -1f; MyParty = party; MyFaction = faction; TreeSet = new Dictionary <string, BehaviorTree>(); TreeSet.Add("BaseBehavior", GameManager.Inst.DBManager.XMLParserBT.LoadBehaviorTree("BaseBehavior", this, party)); TreeSet.Add("APTravel", GameManager.Inst.DBManager.XMLParserBT.LoadBehaviorTree("APTravel", this, party)); TreeSet.Add("FollowFriendly", GameManager.Inst.DBManager.XMLParserBT.LoadBehaviorTree("FollowFriendly", this, party)); }