Beispiel #1
0
 public IEnumerator InvestigateSound(float lookTime)
 {
     //run search animation
     _moveState = AIState.Search;
     yield return new WaitForSeconds(lookTime);
     Path = Pathways[PathwayCount];
     AIPath CheckpointScript = Path.GetComponent<AIPath>();
     string CheckpointCountString = CheckpointCount.ToString();
     ChangeNavPoint(CheckpointCountString, CheckpointScript.getPoints()[CheckpointCount - 1]);
 }
Beispiel #2
0
    void Patrol()
    {
        /*
         * enemy.meshRendererFlag.material.color = Color.green;
         * enemy.navMeshAgent.destination = enemy.wayPoints[nextWayPoint].position;
         * enemy.navMeshAgent.Resume();
         *
         * if (enemy.navMeshAgent.remainingDistance <= enemy.navMeshAgent.stoppingDistance && !enemy.navMeshAgent.pathPending)
         * {
         *  nextWayPoint = (nextWayPoint + 1) % enemy.wayPoints.Length;
         * }
         */
        if (enemy.navMeshAgent.remainingDistance <= enemy.navMeshAgent.stoppingDistance && !enemy.navMeshAgent.pathPending)
        {
            enemy.Path = enemy.Pathways[enemy.PathwayCount];
            AIPath CheckpointScript = enemy.Path.GetComponent <AIPath>();
            if (enemy.PathwayCount <= enemy.Pathways.Count - 1)
            {
                if (enemy.Path == null)
                {
                    Debug.Log("there is no assigned path");
                    return;
                }
                //have the searchcheck here? if the current checkpoint search is true then search
                switch (enemy.PathType[enemy.PathwayCount])
                {
                case 0:     //From A to B to C etc (one way)
                    if (enemy.CheckpointCount < CheckpointScript.getPoints().Count)
                    {
                        Debug.Log(CheckpointScript.getSearch()[enemy.CheckpointCount]);

                        enemy.navPoint = CheckpointScript.getPoints()[enemy.CheckpointCount];
                        if (enemy.CheckpointCount != CheckpointScript.getPoints().Count)
                        {
                            enemy.CheckpointCount++;
                        }
                    }
                    else
                    {
                        if (enemy.PathwayCount != enemy.Pathways.Count - 1)
                        {
                            enemy.PathwayCount++;
                            enemy.CheckpointCount = 0;
                        }
                        else
                        {
                            return;
                        }
                    }
                    break;

                case 1:     //looping
                    if (enemy.LoopCount <= enemy.nofLoops[enemy.PathwayCount])
                    {
                        if (enemy.CheckpointCount < CheckpointScript.getPoints().Count)
                        {
                            enemy.navPoint = CheckpointScript.getPoints()[enemy.CheckpointCount];
                            Debug.Log(enemy.CheckpointCount);

                            if (enemy.CheckpointCount != CheckpointScript.getPoints().Count)
                            {
                                enemy.CheckpointCount++;
                            }
                        }
                        else
                        {
                            enemy.CheckpointCount = 0;

                            if (!enemy.infinite[enemy.PathwayCount])
                            {
                                enemy.LoopCount++;
                            }
                        }
                    }
                    else
                    {
                        enemy.PathwayCount++;
                        enemy.CheckpointCount = 0;
                        enemy.LoopCount       = 1;
                    }
                    break;

                case 2:     //back and forth
                    if (enemy.LoopCount <= enemy.nofLoops[enemy.PathwayCount])
                    {
                        if ((enemy.CheckpointCount < CheckpointScript.getPoints().Count) && (enemy.back == false))
                        {
                            Debug.Log(CheckpointScript.getSearch()[enemy.CheckpointCount]);

                            enemy.navPoint = CheckpointScript.getPoints()[enemy.CheckpointCount];
                            if (enemy.CheckpointCount != CheckpointScript.getPoints().Count)
                            {
                                enemy.CheckpointCount++;
                            }
                        }
                        else
                        {
                            if (enemy.CheckpointCount > 0)
                            {
                                Debug.Log(CheckpointScript.getSearch()[enemy.CheckpointCount]);

                                enemy.back = true;
                                enemy.CheckpointCount--;
                                string CheckpointCountString = enemy.CheckpointCount.ToString();
                                enemy.navPoint = CheckpointScript.getPoints()[enemy.CheckpointCount];
                            }
                            else
                            {
                                enemy.back = false;

                                if (!enemy.infinite[enemy.PathwayCount])
                                {
                                    enemy.LoopCount++;
                                }
                            }
                        }
                    }
                    else
                    {
                        enemy.PathwayCount++;
                        enemy.CheckpointCount = 0;
                        enemy.LoopCount       = 1;
                    }
                    break;

                case 3:     //guard a single point
                    if (enemy.CheckpointCount < CheckpointScript.getPoints().Count)
                    {
                        Debug.Log(CheckpointScript.getSearch()[enemy.CheckpointCount]);

                        string CheckpointCountString = enemy.CheckpointCount.ToString();
                        enemy.navPoint = CheckpointScript.getPoints()[enemy.CheckpointCount];
                        if (enemy.navMeshAgent.remainingDistance <= enemy.navMeshAgent.stoppingDistance && !enemy.navMeshAgent.pathPending)
                        {
                            enemy.transform.rotation = Quaternion.RotateTowards(enemy.transform.rotation, CheckpointScript.getRotations()[enemy.CheckpointCount], enemy.searchingTurnSpeed * 2 * Time.deltaTime);
                        }
                    }
                    break;
                }
            }
            else
            {
            }
        }
        enemy.meshRendererFlag.material.color = Color.green;
        enemy.navMeshAgent.destination        = enemy.navPoint;
        enemy.navMeshAgent.Resume();
    }
Beispiel #3
0
    public void nextCheckpoint()
    {
        if (_moveState == AIState.Search)
        {
            return;
        }
        #region LoopPath
        if (PathwayCount <= Pathways.Count - 1)
        {
            Path = Pathways[PathwayCount];
            if (Path == null)
            {
                return;
            }
            AIPath CheckpointScript = Path.GetComponent<AIPath>();

            switch (PathType[PathwayCount])
            {

                case 0:
                    if (CheckpointCount < CheckpointScript.getPoints().Count)
                    {
                        string CheckpointCountString = CheckpointCount.ToString();
                        ChangeNavPoint(CheckpointCountString, CheckpointScript.getPoints()[CheckpointCount]);
                        if (CheckpointCount != CheckpointScript.getPoints().Count)
                        {
                            CheckpointCount++;
                        }
                    }
                    else
                    {
                        if (PathwayCount != Pathways.Count - 1)
                        {
                            PathwayCount++;
                            CheckpointCount = 0;
                        }
                        else
                        {
                            return;
                        }
                    }
                    break;

                case 1:
                    if (LoopCount <= nofLoops[PathwayCount])
                    {
                        if (CheckpointCount < CheckpointScript.getPoints().Count)
                        {
                            string CheckpointCountString = CheckpointCount.ToString();
                            ChangeNavPoint(CheckpointCountString, CheckpointScript.getPoints()[CheckpointCount]);
                            if (CheckpointCount != CheckpointScript.getPoints().Count)
                            {
                                CheckpointCount++;
                            }
                        }
                        else
                        {
                            CheckpointCount = 0;

                            if (!infinite[PathwayCount])
                            {
                                LoopCount++;
                            }
                        }
                    }
                    else
                    {
                        PathwayCount++;
                        CheckpointCount = 0;
                        LoopCount = 1;
                    }
                    break;

                case 2:
                    if (LoopCount <= nofLoops[PathwayCount])
                    {
                        if ((CheckpointCount < CheckpointScript.getPoints().Count) && (back == false))
                        {
                            string CheckpointCountString = CheckpointCount.ToString();
                            ChangeNavPoint(CheckpointCountString, CheckpointScript.getPoints()[CheckpointCount]);
                            if (CheckpointCount != CheckpointScript.getPoints().Count)
                            {
                                CheckpointCount++;
                            }
                        }
                        else
                        {
                            if (CheckpointCount > 0)
                            {
                                back = true;
                                CheckpointCount--;
                                string CheckpointCountString = CheckpointCount.ToString();
                                ChangeNavPoint(CheckpointCountString, CheckpointScript.getPoints()[CheckpointCount]);

                            }
                            else
                            {
                                back = false;

                                if (!infinite[PathwayCount])
                                {
                                    LoopCount++;
                                }
                            }
                        }
                    }
                    else
                    {
                        PathwayCount++;
                        CheckpointCount = 0;
                        LoopCount = 1;
                    }
                    break;

                case 3:
                    if (CheckpointCount < CheckpointScript.getPoints().Count)
                    {
                        string CheckpointCountString = CheckpointCount.ToString();
                        ChangeNavPoint(CheckpointCountString, CheckpointScript.getPoints()[CheckpointCount]);
                    }
                    break;
            }
        }
        else
        {

        }
    }
Beispiel #4
0
    // Update is called once per frame
    void FixedUpdate()
    {
        if (_moveState == AIState.Dazed)
        {
            float r = gameObject.GetComponent<Renderer>().material.color.r;
            float g = gameObject.GetComponent<Renderer>().material.color.g;
            float b = gameObject.GetComponent<Renderer>().material.color.b;
            r = Mathf.MoveTowards(r, 0.5f, Time.deltaTime / dazeTimer);
            g = Mathf.MoveTowards(g, 0.5f, Time.deltaTime / dazeTimer);
            b = Mathf.MoveTowards(b, 0.5f, Time.deltaTime / dazeTimer);
            gameObject.GetComponent<Renderer>().material.color = new Color(r, g, b);
            return;
        }
        if (_moveState == AIState.Search)
        {
            return;
        }

        //sets the destination to
        mesh.SetDestination(navPoint);
        if (CheckForTargetsRunning == false)
        {
            CheckForTargetsRunning = true;
            GetTargets();
        }
        if (target != null)
        {
            //if the target is in attack distance it will attack the target. If it is the shadow player destroy it. If the target is the player reset the level.
            if ((attackDistance >= Vector3.Distance(transform.position, target.transform.position) && (chasing == true)))
            {
                //Time.timeScale = 0;
                Application.LoadLevel(Application.loadedLevel);
            }
        }
        if ((Vector3.Distance(transform.position, navPoint) < 3) && (chasing == false))
        {
            nextCheckpoint();
        }
        if (seesTarget == true)
        {
            if (suspicionLevel < suspicionLimit)
            {
                if (IncrementsuspicionRunning == false)
                {
                    IncrementsuspicionRunning = true;
                    StartCoroutine("IncrementSuspicion");
                }
            }
            else //if suspicion is at max
            {
                gameObject.GetComponent<Renderer>().material.color = Color.yellow;
                if (aggressionLevel < aggressionLimit)
                {
                    if (IncrementaggressionRunning == false)
                    {
                        IncrementaggressionRunning = true;
                        StartCoroutine("Incrementaggression");
                    }
                }
                else //if aggression is at max
                {
                    chasing = true;
                    sightAngle = chasingSightAngle;
                    ChangeNavPoint(target.name, target.transform.position);
                    SetSpeed(runSpeed);
                    gameObject.GetComponent<Renderer>().material.color = Color.red;
                    _moveState = AIState.Chasing;
                }
            }
        }
        else //if the target is not seen
        {
            //if the AIs aggression level is greater than 0 and it can't find the player decrease aggression
            if (aggressionLevel > 0)
            {
                if (DecrementaggressionRunning == false)
                {
                    DecrementaggressionRunning = true;
                    StartCoroutine("Decrementaggression");
                }
            }
            else //if aggression is at 0
            {
                if (suspicionLevel > 0)
                {
                    if (DecrementsuspicionRunning == false)
                    {
                        DecrementsuspicionRunning = true;
                        StartCoroutine("Decrementsuspicion");
                    }
                }
                else //if suspicion is at 0
                {
                    gameObject.GetComponent<Renderer>().material.color = Color.grey;
                    chasing = false;
                    sightAngle = passiveSightAngle;
                    if (PathwayCount < Pathways.Count)
                    {
                        Path = Pathways[PathwayCount];
                        if (Path == null)
                        {
                            return;
                        }
                        AIPath CheckpointScript = Path.GetComponent<AIPath>();
                        string CheckpointCountString = CheckpointCount.ToString();
                        int points = CheckpointScript.getPoints().Count;
                        if (CheckpointCount < points)
                        {
                            ChangeNavPoint(CheckpointCountString, CheckpointScript.getPoints()[CheckpointCount]);
                        }
                        _moveState = AIState.Move;
                        SetSpeed(speed);
                            //return to path
                    }

                }
            }

        }
    }