Beispiel #1
0
 public void OnTriggerEnter(Collider other)
 {
     if (other.tag == "Player")
     {
         AddPlayer(other.transform);
         state  = BStates.FlyAway;
         height = startPosition.y + UnityEngine.Random.Range(0f, butterfliesArea.maxHeight);
         animator.SetInteger("State", 1);
     }
 }
Beispiel #2
0
 public void OnTriggerExit(Collider other)
 {
     if (other.tag == "Player")
     {
         RemovePlayer(other.transform);
         if (playersAround.Count == 0)
         {
             state = BStates.Patrol;
         }
     }
 }
Beispiel #3
0
    internal void Initialize(ButterfliesArea butterfliesArea)
    {
        startPosition        = transform.position;
        startRotation        = transform.rotation;
        height               = startPosition.y;
        this.butterfliesArea = butterfliesArea;
        state    = BStates.Sit;
        timer    = UnityEngine.Random.Range(0, 10f);
        animator = GetComponent <Animator>();
        AnimatorStateInfo animatorState = animator.GetCurrentAnimatorStateInfo(0);//could replace 0 by any other animation layer index

        animator.Play(animatorState.fullPathHash, -1, UnityEngine.Random.Range(0f, 1f));
    }
Beispiel #4
0
    internal void Move()
    {
        timer -= Time.deltaTime;
        Vector3 pos;
        Vector3 newRight;

        switch (state)
        {
        case BStates.FlyAway:
            Vector3 runVector = Vector3.zero;
            foreach (var t in playersAround)
            {
                runVector += (t.transform.position - transform.position).normalized;
            }
            runVector.Normalize();
            pos                = transform.position;
            pos.y              = Mathf.MoveTowards(pos.y, height, Time.deltaTime * butterfliesArea.speed);
            pos               -= transform.forward * Time.deltaTime * butterfliesArea.speed / 2f;
            newRight           = pos - startPosition;
            newRight.y         = transform.right.y;
            transform.forward  = Vector3.MoveTowards(transform.forward, runVector, Time.deltaTime * butterfliesArea.speed / 4f);
            transform.position = pos;
            break;

        case BStates.Landing:
            pos = transform.position;
            pos = Vector3.MoveTowards(pos, startPosition, Time.deltaTime * butterfliesArea.speed);
            transform.position = pos;
            transform.rotation = Quaternion.Lerp(transform.rotation, startRotation, Time.deltaTime * butterfliesArea.speed / 2f);
            if (pos.Equals(startPosition))
            {
                timer  = UnityEngine.Random.Range(0, 10f);
                state  = BStates.Sit;
                height = startPosition.y + UnityEngine.Random.Range(0f, butterfliesArea.maxHeight);
            }
            break;

        case BStates.Patrol:
            animator.SetInteger("State", 1);
            pos             = transform.position;
            pos.y           = Mathf.MoveTowards(pos.y, height, Time.deltaTime * butterfliesArea.speed);
            pos            -= transform.forward * Time.deltaTime * butterfliesArea.speed / 2f;
            newRight        = pos - startPosition;
            newRight.y      = 0f;
            transform.right = Vector3.MoveTowards(transform.right, newRight, Time.deltaTime * butterfliesArea.speed / 4f);
            //transform.up = Vector3.MoveTowards(transform.up, Vector3.up, Time.deltaTime * butterfliesArea.speed / 4f);
            transform.position = pos;
            if (pos.y == height)
            {
                height = startPosition.y + UnityEngine.Random.Range(0f, butterfliesArea.maxHeight);
            }
            if (timer < 0f)
            {
                timer = UnityEngine.Random.Range(0, 10f);
                state = (BStates)UnityEngine.Random.Range(0, 3);
                int r = UnityEngine.Random.Range(0, 3);
                height = startPosition.y + UnityEngine.Random.Range(0f, butterfliesArea.maxHeight);
                if (state == BStates.Sit)
                {
                    state = BStates.Landing;
                }
            }
            break;

        case BStates.Sit:
            animator.SetInteger("State", 0);
            if (timer < 0f)
            {
                timer = UnityEngine.Random.Range(0, 10f);
                state = (BStates)UnityEngine.Random.Range(0, 2);
                if (state != BStates.Sit)
                {
                    height = startPosition.y + UnityEngine.Random.Range(0f, butterfliesArea.maxHeight);
                }
            }
            break;
        }
    }