Beispiel #1
0
    void OnEnable()
    {
        ai_target      = (AIMainTrimmed)target;
        ai_types_index = ai_target.current_preset;
        show_data      = new AnimBool(ai_target.customType);
        show_data.valueChanged.AddListener(Repaint);

        ai_target.PlayerLastPos = AssetDatabase.LoadAssetAtPath("Assets/Prefabs/shadowPlayer.prefab", typeof(GameObject)) as GameObject;
    }
 public void loadData(AIMainTrimmed target)
 {
     target.hp = hp_;
     target.sightDistance = sightDistance_;
     target.passiveSightAngle = passiveSightAngle_;
     target.speed = speed_;
     target.runSpeed = runSpeed_;
     target.seekTag = seekTag_;
     target.aggressionLimit = aggressionLimit_;
     target.panicPoints = panicPoints_;
     target.enemy = aggression_;
     target.suspicionLimit = suspicion_;
     target.chasingSightAngle = chasingSightAngle_;
 }
Beispiel #3
0
 public void loadData(AIMainTrimmed target)
 {
     target.hp                = hp_;
     target.sightDistance     = sightDistance_;
     target.passiveSightAngle = passiveSightAngle_;
     target.speed             = speed_;
     target.runSpeed          = runSpeed_;
     target.seekTag           = seekTag_;
     target.aggressionLimit   = aggressionLimit_;
     target.panicPoints       = panicPoints_;
     target.enemy             = aggression_;
     target.suspicionLimit    = suspicion_;
     target.chasingSightAngle = chasingSightAngle_;
 }
Beispiel #4
0
    private void emmit_sound(float radius)
    {
        if (EffectPrefab != null)
        {
            Instantiate(EffectPrefab, gameObject.transform.position, Quaternion.identity);
        }
        Vector3 center = gameObject.transform.position;

        Collider[] colliders = Physics.OverlapSphere(center, radius);
        foreach (Collider c in colliders)
        {
            AIMainTrimmed ai = c.gameObject.GetComponent <AIMainTrimmed>();
            if (ai != null)
            {
                ai.NoiseHeard(gameObject);
            }
        }
    }
    void OnEnable()
    {
        ai_target = (AIMainTrimmed)target;
        ai_types_index = ai_target.current_preset;
        show_data = new AnimBool(ai_target.customType);
        show_data.valueChanged.AddListener(Repaint);

        ai_target.PlayerLastPos = AssetDatabase.LoadAssetAtPath("Assets/Prefabs/shadowPlayer.prefab", typeof(GameObject)) as GameObject;
    }