Beispiel #1
0
 void Awake()
 {
     follow      = GetComponent <FollowDirection>();
     anim        = GetComponent <Animator>();
     health      = GetComponent <TORv0Health>();
     audioSource = GetComponent <AudioSource>();
 }
Beispiel #2
0
 private void Awake()
 {
     lr          = GetComponent <LineRenderer>();
     follow      = GetComponent <FollowDirection>();
     anim        = GetComponent <Animator>();
     audioSource = GetComponent <AudioSource>();
 }
 private void Awake()
 {
     followDirection = GetComponent <FollowDirection>();
     shooting        = transform.GetChild(0).GetComponent <Shooting>();
     anim            = GetComponent <Animator>();
     rb = GetComponent <Rigidbody2D>();
 }
 private void Awake()
 {
     follow     = GetComponent <FollowDirection>();
     anim       = GetComponent <Animator>();
     shooting   = transform.GetChild(0).GetComponent <VoluntarioShooting>();
     meleeTimer = meleeCooldown;
 }
Beispiel #5
0
 private void Awake()
 {
     lr = GetComponentInChildren <LineRenderer>();
     followDirection = GetComponent <FollowDirection>();
     shooting        = transform.GetChild(0).GetComponent <Shooting>();
     weapon          = transform.GetChild(0).gameObject;
     rb   = GetComponent <Rigidbody2D>();
     anim = GetComponent <Animator>();
 }
 public static PathFollower FollowPath(this Transform transform, string pathName, float moveSpeed,
                                 FollowType followType = FollowType.Once, FollowDirection followDirection = FollowDirection.Forward)
 {
     PathData pathData = WaypointManager.instance.GetPathData(pathName);
     var pathFollower = PathFollower.Create(transform);
     if (pathData != null) pathFollower.Follow(pathData, moveSpeed, followType, followDirection);
     else Debug.LogError(string.Format("[WaypointManager] couldn't find path('{0}')", pathName));
     return pathFollower;
 }
        public void Follow(PathData pathData, float moveSpeed, FollowType followType, FollowDirection followDirection)
        {
            this.pathData = pathData;
            this.moveSpeed = moveSpeed;
            this.followType = followType;
            this.followDirection = followDirection;

            StopFollowing();

            var closestLineIndex = GetClosestLineIndex(_transform.position);
            _currentIndex = GetClosestPointIndex(closestLineIndex * 20, _transform.position);
            StartCoroutine("FollowPath");
        }
        public void Follow(PathData pathData, float moveSpeed, FollowType followType, FollowDirection followDirection)
        {
            this.pathData        = pathData;
            this.moveSpeed       = moveSpeed;
            this.followType      = followType;
            this.followDirection = followDirection;

            StopFollowing();

            var closestLineIndex = GetClosestLineIndex(_transform.position);

            _currentIndex = GetClosestPointIndex(closestLineIndex * 20, _transform.position);
            StartCoroutine("FollowPath");
        }
        public void FollowToPoint(PathData pathData, float moveSpeed, Vector2 targetPos)
        {
            this.pathData = pathData;
            this.moveSpeed = moveSpeed;
            this.followType = FollowType.Once;

            StopFollowing();

            var closestLineIndex = GetClosestLineIndex(_transform.position);
            _currentIndex = GetClosestPointIndex(closestLineIndex * 20, _transform.position);
            closestLineIndex = GetClosestLineIndex(targetPos);
            var targetIndex = GetClosestPointIndex(closestLineIndex * 20, targetPos);
            this.followDirection = (_currentIndex < targetIndex) ? FollowDirection.Forward : FollowDirection.Backward;
            StartCoroutine("FollowPathToPoint", targetIndex);
        }
    public static PathFollower FollowPath(this Transform transform, string pathName, float moveSpeed,
                                          FollowType followType = FollowType.Once, FollowDirection followDirection = FollowDirection.Forward)
    {
        PathData pathData     = WaypointManager.instance.GetPathData(pathName);
        var      pathFollower = PathFollower.Create(transform);

        if (pathData != null)
        {
            pathFollower.Follow(pathData, moveSpeed, followType, followDirection);
        }
        else
        {
            Debug.LogError(string.Format("[WaypointManager] couldn't find path('{0}')", pathName));
        }
        return(pathFollower);
    }
Beispiel #11
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        public void FollowToPoint(PathData pathData, float moveSpeed, Vector2 targetPos)
        {
            this.pathData   = pathData;
            this.moveSpeed  = moveSpeed;
            this.followType = FollowType.Once;

            StopFollowing();

            var closestLineIndex = GetClosestLineIndex(_transform.position);

            _currentIndex    = GetClosestPointIndex(closestLineIndex * 20, _transform.position);
            closestLineIndex = GetClosestLineIndex(targetPos);
            var targetIndex = GetClosestPointIndex(closestLineIndex * 20, targetPos);

            this.followDirection = (_currentIndex < targetIndex) ? FollowDirection.Forward : FollowDirection.Backward;
            StartCoroutine("FollowPathToPoint", targetIndex);
        }
Beispiel #12
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 void Start()
 {
     follow = GetComponent <FollowDirection>();
 }
Beispiel #13
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 public IEnumerator <Transform> GetPathEnumerator(FollowDirection direction)
 {
     return(direction == FollowDirection.Forward ? GetPathEnumeratorForward() : GetPathEnumeratorBackward());
 }
Beispiel #14
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        int GetNextIndex(int currentIndex)
        {
            int nextIndex = -1;

            switch (followType)
            {
            case FollowType.Once:
                if (followDirection == FollowDirection.Forward)
                {
                    if (currentIndex < EndIndex())
                    {
                        nextIndex = currentIndex + 1;
                    }
                }
                else if (followDirection == FollowDirection.Backward)
                {
                    if (currentIndex > EndIndex())
                    {
                        nextIndex = currentIndex - 1;
                    }
                }
                break;

            case FollowType.Loop:
                if (followDirection == FollowDirection.Forward)
                {
                    if (currentIndex < EndIndex())
                    {
                        nextIndex = currentIndex + 1;
                    }
                    else
                    {
                        nextIndex = StartIndex();
                    }
                }
                else if (followDirection == FollowDirection.Backward)
                {
                    if (currentIndex > EndIndex())
                    {
                        nextIndex = currentIndex - 1;
                    }
                    else
                    {
                        nextIndex = StartIndex();
                    }
                }
                break;

            case FollowType.PingPong:
                if (followDirection == FollowDirection.Forward)
                {
                    if (currentIndex < EndIndex())
                    {
                        nextIndex = currentIndex + 1;
                    }
                    else
                    {
                        followDirection = FollowDirection.Backward;
                        nextIndex       = currentIndex - 1;
                    }
                }
                else if (followDirection == FollowDirection.Backward)
                {
                    if (currentIndex > EndIndex())
                    {
                        nextIndex = currentIndex - 1;
                    }
                    else
                    {
                        followDirection = FollowDirection.Forward;
                        nextIndex       = currentIndex + 1;
                    }
                }
                break;
            }
            return(nextIndex);
        }
 private void Start()
 {
     player = GameManager.instance.player.transform;
     follow = GetComponent <FollowDirection>();
 }
Beispiel #16
0
 void Start()
 {
     follow  = GetComponent <FollowDirection>();
     dronAss = GetComponent <DronAserradoController>();
 }
Beispiel #17
0
 /// <summary>
 /// Sets the players to watch and follow
 /// </summary>
 /// <param name="players">The list of players</param>
 /// <param name="direction">The direction the players are travelling in</param>
 public void SetPlayers(List <Transform> players, FollowDirection direction)
 {
     _players   = players;
     _direction = direction;
     _enabled   = true;
 }
Beispiel #18
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 private void Awake()
 {
     follow = GetComponent <FollowDirection>();
 }
 private void Awake()
 {
     followDirection = GetComponent <FollowDirection>();
     moveRandom      = GetComponent <MoveRandom>();
 }
 private void Awake()
 {
     follow = GetComponent <FollowDirection>();
     anim   = GetComponent <Animator>();
 }
Beispiel #21
0
 int GetNextIndex(int currentIndex)
 {
     int nextIndex = -1;
     switch (followType)
     {
         case FollowType.Once:
             if (followDirection == FollowDirection.Forward)
             {
                 if (currentIndex < EndIndex()) nextIndex = currentIndex + 1;
             }
             else if (followDirection == FollowDirection.Backward)
             {
                 if (currentIndex > EndIndex()) nextIndex = currentIndex - 1;
             }
             break;
         case FollowType.Loop:
             if (followDirection == FollowDirection.Forward)
             {
                 if (currentIndex < EndIndex()) nextIndex = currentIndex + 1;
                 else nextIndex = StartIndex();
             }
             else if (followDirection == FollowDirection.Backward)
             {
                 if (currentIndex > EndIndex()) nextIndex = currentIndex - 1;
                 else nextIndex = StartIndex();
             }
             break;
         case FollowType.PingPong:
             if (followDirection == FollowDirection.Forward)
             {
                 if (currentIndex < EndIndex()) nextIndex = currentIndex + 1;
                 else
                 {
                     followDirection = FollowDirection.Backward;
                     nextIndex = currentIndex - 1;
                 }
             }
             else if (followDirection == FollowDirection.Backward)
             {
                 if (currentIndex > EndIndex()) nextIndex = currentIndex - 1;
                 else
                 {
                     followDirection = FollowDirection.Forward;
                     nextIndex = currentIndex + 1;
                 }
             }
             break;
     }
     return nextIndex;
 }