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quick:design [2018/05/18 21:48] pedroquick:design [2020/02/07 11:05] jesusmayoral
Line 135: Line 135:
  
 - Close the editor. Remember that behaviors are automatically saved. - Close the editor. Remember that behaviors are automatically saved.
-- Select, if needed, the `Enemy` game object and observe the behavior executor parameters. Remember that the `wanderArea` is still unestablished so the `GetRandomInArea` does not know the area where the position should be chosen from. Specifically, `GetRandomInArea` requires a game object _with a box or sphere collider_.+ 
 +If neededor if you haven't used the "InitialScene": 
 + 
 +- Select, the `Enemy` game object and observe the behavior executor parameters. Remember that the `wanderArea` is still unestablished so the `GetRandomInArea` does not know the area where the position should be chosen from. Specifically, `GetRandomInArea` requires a game object _with a box or sphere collider_.
 - Select the `Floor` game object, and add it a Box collider. Set (10, 0, 10) as its size. - Select the `Floor` game object, and add it a Box collider. Set (10, 0, 10) as its size.
 - Select the `Enemy` game object, and drag and drop the `Floor` into the `wanderArea` parameter. - Select the `Enemy` game object, and drag and drop the `Floor` into the `wanderArea` parameter.
Line 345: Line 348:
         public GameObject prefab;         public GameObject prefab;
         public GameObject wanderArea;         public GameObject wanderArea;
 +        public GameObject player;
 +
  
         public int Spawns = 750;         public int Spawns = 750;
Line 352: Line 357:
         void Start()         void Start()
         {         {
-            entities =  +            entities = new List<GameObject>(); 
-              new List<GameObject>(FindObjectsOfType(typeof(GameObject))  +            entities.Add(player);
-                as GameObject[]); +
-            entities.RemoveAll(e => e.GetComponent<BehaviorExecutor>() == null);+
             InvokeRepeating("Spawn", 0f, 1.0f / 1000.0f);             InvokeRepeating("Spawn", 0f, 1.0f / 1000.0f);
         }         }