public void Init(AIStateController stateCon) { stateController = stateCon; movementController = stateCon.GetComponent <AIMovementController>(); startingPositionInWorld = stateCon.transform.position; }
public void Init(AIStateController stateCon) { stateController = stateCon; fieldOfViewController = stateCon.GetComponentInChildren <FieldOfViewController>(); inventoryController = stateCon.GetComponent <AIInventoryController>(); movementController = stateCon.GetComponent <AIMovementController>(); animController = stateCon.GetComponent <AnimationController>(); lineOfSightObstaclesLayerMask = Resources.Load("LayerMasks/LayerMask_AI_Line Of Sight Obstacles") as ScriptableLayerMask; deltaTime = GetResource.DeltaTimer(); runtimeWeaponInHand = inventoryController.currentWeaponRuntime; inventoryController.currentWeaponRuntime.AttackCooldownEnd(); inventoryController.rangedWeaponRuntime.currentAmmoInMagazine = inventoryController.rangedWeaponRuntime.rangedData.maxMagazineAmmoAmount; }
public void Init(AIStateController stateCon) { stateController = stateCon; switch (idleStateType) { case AIIdleStateType.STAY_STILL: stayStillIdle.Init(stateCon); break; case AIIdleStateType.LOOK_AT_TARGETS: lookAtTargetIdle.Init(stateCon); break; case AIIdleStateType.ROTATE_BACK_AND_FORWARD: break; default: break; } }
public void Init(AIStateController stateCon) { stateController = stateCon; movementController = stateCon.GetComponent <AIMovementController>(); animationController = stateCon.GetComponent <AnimationController>(); deltaTime = GetResource.DeltaTimer(); if (waypointNetwork == null) { return; } currentWaypointInList--; if (currentWaypointInList <= 0) { currentWaypointInList++; } if (currentWaypointInList >= waypointNetwork.wayPoints.Count) { currentWaypointInList = 0; } }