public Avoid() { target = new PointActor(Vector3.zero); flee.Target = target; }
/// <summary> /// Create an avoid behavior. /// </summary> /// <param name="flock">The flock.</param> public Avoid(Flock flock) : base(flock) { target = new PointActor(Vector3.zero); flee.Target = target; }
/// <summary> /// Create a cohesion behavior. /// </summary> /// <param name="flock">The flock.</param> public Cohesion(Flock flock) : base(flock) { target = new PointActor(Vector3.zero); seeker.Target = target; }
void Start() { prevParam = 0.0f; manager = GetComponent<SteeringManagerComponent>(); Heuristic heuristic = new EuclideanHeuristic(); finder = new ASearch(heuristic.Heuristic); follower = new CoherentPathFollower(); manager[moveBehavior].SetEnabled(false); manager[moveBehavior].SetFloat("ArriveRadius", lookAhead * 0.75f); target = new PointActor(Vector3.zero); manager[moveBehavior].SetActor("Target", target); }
/// <summary> /// Default constructor. /// </summary> public Wander() { wanderAngle = Random.Range(0f, 360f); target = new PointActor(Vector3.zero); base.Target = target; }
public RayCastObstacleAvoidance() { lookTarget = new PointActor(Vector3.zero); lookAt.Target = lookTarget; }
public Cohesion() { target = new PointActor(Vector3.zero); seeker.Target = target; }