private void Start() { cam = Camera.main; characterBrain = GetComponentInParent <CharacterBrain>(); GameManager.instance.OnStartGame += SpawnBall; GameManager.instance.OnFinishTrigger += FinishTrigged; GameManager.instance.OnFinish += Finish; for (int i = 0; i < dotCount; i++) { GameObject dot = Instantiate(lineDotPrefab); dot.SetActive(false); lineDotList.Add(dot); } }
/************************************************************************************************************************/ /// <summary> /// When a <see cref="Character"/> enters this trigger, try to make it enter this state. /// </summary> private void OnTriggerEnter(Collider collider) { if (enabled) { return; } var character = collider.GetComponent <Character>(); if (character == null || !character.Idle.TryEnterState()) { return; } _State = State.Entering; _PreviousBrain = character.Brain; Character = character; }
private void OnTriggerStay(Collider other) { if (other.gameObject.CompareTag("Player")) { CharacterBrain characterBrain = other.gameObject.GetComponent <CharacterBrain>(); AIBrain aiBrain = other.gameObject.GetComponent <AIBrain>(); if (characterBrain) { if (!doorBrain.isDoorOpen) { characterBrain.IsRunning = false; characterBrain.transform.position = pointTransform.position; isStopped = true; } else { if (!characterBrain.IsRunning && isStopped) { characterBrain.IsRunning = true; isStopped = false; } } } else { if (!doorBrain.isDoorOpen) { aiBrain.IsRunning = false; aiBrain.transform.position = pointTransform.position; isStopped = true; } else { if (!aiBrain.IsRunning && isStopped) { aiBrain.IsRunning = true; isStopped = false; } } } } }
private void Start() { _characterBrain = GetComponent <CharacterBrain>(); }
public void SwitchBrain(CharacterBrain brain) { currentBrain = brain; }
/// <summary> /// Sets the current event library to the starting event library /// </summary> protected void Init(CharacterBrain brainToUse) { m_Brain = brainToUse; SetCurrentMovementEventLibrary(defaultLibrary); }