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I'm going to try and write some example code using delegates since I think they might do what you want. Code is mostly taken from the delegate section of MSDN using UnityEngine; using System.Collections; namespace MyNamespace { public class ShowPoints : MonoBehaviour { public void showPoitsn() { ...


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Well, we use a totally different approach in our case. The AI behaviour is evaluated by a classic behaviour tree framework and it communicates to our systems through the components. Our systems are very small and specialized...WeaponComponents can be seen only by WeaponEngines, so having a generic AI system that handles everything is not a very good idea in ...



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