Beispiel #1
0
 // Use this for initialization
 void Start()
 {
     agent    = GetComponent <UnityEngine.AI.NavMeshAgent>();
     animator = GetComponent <Animator>();
     param    = GetComponent <BaseAIParameters>();
     //agent.updateRotation = false;
 }
        public override Status Update()
        {
            BaseAIParameters param = self.GetComponent <BaseAIParameters>();

            if (!param || param.target == null)
            {
                return(Status.Error);
            }


            param.destination       = param.target.pos;
            param.destinationEnable = true;

            return(Status.Success);
        }
Beispiel #3
0
        public override Status Update()
        {
            BaseAIParameters param = self.GetComponent <BaseAIParameters>();

            if (!param)
            {
                return(Status.Error);
            }

            //if (Vector3.Distance(self.transform.position, param.targetVector) < 2)
            //{
            //    return Status.Success;
            //}

            UnityEngine.AI.NavMeshAgent agent = self.GetComponent <UnityEngine.AI.NavMeshAgent>();
            agent.Stop();
            //agent.SetDestination(param.targetVector);
            return(Status.Success);
        }
Beispiel #4
0
        public override Status Update()
        {
            BaseAIParameters param = self.GetComponent <BaseAIParameters>();

            if (!param || !param.destinationEnable)
            {
                return(Status.Failure);
            }

            if (Vector3.Distance(self.transform.position, param.destination) < 2)
            {
                return(Status.Success);
            }

            UnityEngine.AI.NavMeshAgent agent = self.GetComponent <UnityEngine.AI.NavMeshAgent>();
            agent.SetDestination(param.destination);
            agent.Resume();
            return(Status.Running);
        }
Beispiel #5
0
        public override Status Update()
        {
            BaseAIParameters param = self.GetComponent <BaseAIParameters>();

            if (!param)
            {
                return(Status.Error);
            }

            if (TargetManager.me.targets.Count != 0)
            {
                param.target = TargetManager.me.targets[0];
                return(Status.Success);
            }
            else
            {
                param.target = null;
                return(Status.Success);
            }
        }
Beispiel #6
0
        public override Status Update()
        {
            if (memory == null)
            {
                return(Status.Error);
            }

            BaseAIParameters param = self.GetComponent <BaseAIParameters>();

            timer -= Time.deltaTime;
            if (timer < 0)
            {
                param.shotting = !param.shotting;
                if (param.shotting)
                {
                    param.fire = true;
                }
                timer = 2.0f;
            }

            return(Status.Running);
        }
Beispiel #7
0
        public override void Start()
        {
            BaseAIParameters param = self.GetComponent <BaseAIParameters>();

            param.shotting = false;
        }
 public override void Start()
 {
     memory = self.GetComponent <Memory>();
     agent  = self.GetComponent <UnityEngine.AI.NavMeshAgent>();
     param  = self.GetComponent <BaseAIParameters>();
 }
Beispiel #9
0
 public override void Start()
 {
     memory = self.GetComponent <Memory>();
     param  = self.GetComponent <BaseAIParameters>();
 }