/*
* ===========================================================================================================
* UNITY'S STUFF
* ===========================================================================================================
*/
/// <summary>
/// When the script is initialized
/// </summary>
void Awake()
{
// Set the default settings for all the buildings
Selectable = true; // All monkeys are selectable
Movable = true; // All monkeys are movable
Type = eObjType.Monkey;
AIScript = gameObject.GetComponent<AstarAIFollow>();
// FSM setup
eFSMCurrentState = FSMState.STATE_NULL;
// Get info about the collider
GetColliderInfo();
// Load the icon for this unit
LoadMinimapIcon();
// Starts the object variables, like the sweet spot and the main mesh object
GetSweetSpotAndMeshObject();
// Get the capture spot
if(monkeyClass == eMonkeyType.Cientist) {
captureSpot = GetCaptureSpot();
captureRaySpot = GetCaptureRaySpot();
}
// Get's the spot where we will test for collisions used in the attack
attackSpot = GetAttackSpot();
GUIScript = GameObject.Find("HUD-Objects").GetComponent<GUIControl>();
GUIScript.addMonkey(this);
fTimeToStartMonkey = Random.value * 10;
if(meshObject) {
// Calculates the walk cycle half length
fDustTimeOfAStep = meshObject.animation[stAnimWalk].clip.length / 2;
// DEBUG
//Debug.Log(this.transform + " Length: " + fDustTimeOfAStep);
}
}