public override void InitializeAgent() { // logFile = new System.IO.StreamWriter(@"C:\Users\matt\Haskell\xUnity\LD_ML\mLogFile.txt"); // Time.timeScale = 10; Debug.Log(1.0f / Time.deltaTime); academy = FindObjectOfType(typeof(Academy)) as Academy; PlayerRoutine = GetComponent <xPlayer>(); player = GameObject.Find("Player"); CurrentEnemyPositions = new Vector2[NumEnemies]; CurrentEnemyPositions.Initialize(); PriorEnemyPositions = new Vector2[NumEnemies]; aKeepScore = FindObjectOfType <keepScor>(); isEnemyActive = new bool[NumEnemies]; CurrentPlayerLaserPositions = new Vector2[NumPlayerLasers]; CurrentPlayerLaserPositions.Initialize(); isPlayerLaserActive = new bool[NumPlayerLasers]; isPlayerLaserActive.Initialize(); PlayerLaserProjectileSpeed = GetComponent <xPlayer>().projectileSpeed; CurrentEnemyLaserPositions = new Vector2[NumEnemyLasers]; CurrentEnemyLaserPositions.Initialize(); PriorEnemyLaserPositions = new Vector2[NumEnemyLasers]; PriorEnemyLaserPositions.Initialize(); isEnemyLaserActive = new bool[NumEnemyLasers]; isPlayerLaserActive.Initialize(); xInitializeArrays(); }
// Use this for initialization void Start() { shotCounter = Random.Range(minTimeBetweenShots, maxTimeBetweenShots); health = StartHealth; //Debug.Log("enemy laser from Start:"+xProjectile); aKeepScore = FindObjectOfType <keepScor>(); agent = FindObjectOfType <LaserAgent>(); Player = GameObject.Find("Player"); if (agent != null) { thisEnemyIndex = agent.getFirstAvailableEnemyIndex(1); if (thisEnemyIndex >= 0) { agent.setEnemyActive(1, thisEnemyIndex, true); /* turn enemy to active*/ } else { Destroy(gameObject); } } else { Destroy(gameObject); } }
// Use this for initialization void Start() { SetUpMoveBoundaries(); // Debug.Log("player laser" + aLaser); health = StartHealth; agent = FindObjectOfType <LaserAgent>(); aKeepScore = FindObjectOfType <keepScor>(); }
// Use this for initialization void Start() { keepScor = FindObjectOfType <keepScor>(); Stext = GetComponent <Text>(); }