float m_ShootTime;
Rigidbody m_AgentRb;
float m_HitPoints;
// Speed of agent rotation.
public float turnSpeed;
float m_Bonus;
}
else if (hit.collider.gameObject.CompareTag("StrongLargeAgent") || hit.collider.gameObject.CompareTag("WeakLargeAgent"))
{
hit.collider.gameObject.GetComponent<LargeCubeAgent>().HitAgent(.02f);
hit.collider.gameObject.GetComponent<LargeCubeAgent>().HitAgent(.01f);
AddReward(.1f + .4f * m_Bonus);