// Use this for initialization void Awake() { //initialize various values. //Mainly taking inputs from the user and putting them into the formats we use later, //eg: squared values for faster distance comparison. myTransform = transform; timeUntilNextDodge = timeBetweenLoSDodges * Random.value; dodgeClearHeightCheckPos = Vector3.zero; dodgeClearHeightCheckPos.y = dodgingClearHeight; distFromTargetToSprint = distFromTargetToSprint * distFromTargetToSprint; meleeRange = meleeRange * meleeRange; if (navmeshInterfaceClass == null) { navI = (TacticalAI.NavmeshInterface)gameObject.AddComponent(typeof(TacticalAI.NavmeshInterface)); navI.Initialize(gameObject); } else { navI = navmeshInterfaceClass; navI.Initialize(gameObject); } //else //{ // navI = (navmeshInterfaceClass)gameObject.AddComponent(typeof(navmeshInterfaceClass)); // navI.Initialize(gameObject); //} /*if(gameObject.GetComponent<NavMeshAgent>() != null){ * agent = gameObject.GetComponent<NavMeshAgent>(); * origAcceleration = navI.GetAcceleration; * navI.SetSpeed(idleSpeed); * origAgentStoppingDist = navI.GetStoppingDistance(); * } * else{ * Debug.LogWarning("No navmesh agent on the same object as the BaseScript! Please add one!"); * this.enabled = false; * return; * }*/ if (idleSpeed > runSpeed) { idleSpeed = runSpeed; } if (headLookScript) { headLookScript.Deactivate(); } }
void Start() { //Set offset of mesh if (myAIBodyTransform) { bodyOffset = myAIBodyTransform.localPosition; bodyOffset.x *= transform.localScale.x; bodyOffset.y *= transform.localScale.y; bodyOffset.z *= transform.localScale.z; myAIBodyTransform.parent = null; } else { Debug.LogWarning("No transform set for 'myAIBodyTransform'. Please assign a transform in the inspector!"); this.enabled = false; } //Inititate Hashes and stuff navi = myBaseScript.GetAgent(); minDistToCrouch = minDistToCrouch * minDistToCrouch; myTransform = transform; lerpSpeed = myBaseScript.runSpeed; //Check to make sure we have all of our scripts assigned if (!myBaseScript) { Debug.LogWarning("No Base Script found! Please add one in the inspector!"); this.enabled = false; } else if (maxMovementSpeed < 0) { maxMovementSpeed = myBaseScript.runSpeed; } if (!animator) { Debug.LogWarning("No animator component found! Please add one in the inspector!"); this.enabled = false; } else { animator.speed = animatorSpeed; } }
public virtual void Initiate() { if (gameObject.GetComponent <TacticalAI.BaseScript>()) { baseScript = gameObject.GetComponent <TacticalAI.BaseScript>(); gunScript = baseScript.gunScript; soundScript = baseScript.audioScript; rotateToAimGunScript = baseScript.headLookScript; animationScript = baseScript.animationScript; coverFinderScript = baseScript.coverFinderScript; myTransform = baseScript.GetTranform(); layerMask = TacticalAI.ControllerScript.currentController.GetLayerMask(); navI = baseScript.GetAgent(); } }