Beispiel #1
0
    // Use this for initialization
    void Start()
    {
        if (Camera.main != null)
        {
            cam = Camera.main.transform;
        }

        rigidBody  = GetComponent <Rigidbody> ();
        animator   = GetComponent <Animator>();
        locomotion = new Locomotion(animator);
        isoCam     = Camera.main.GetComponent <IsometricCamera>();

        capsule       = GetComponent <CapsuleCollider>();
        capsuleHeight = capsule.height;
        capsuleCenter = capsule.center;

        //define avatarBones with rigid bodies in player game object

        avatarBones = gameObject.GetComponentsInChildren <Rigidbody>();

        //set avatarBones to is kinematic

        foreach (Rigidbody bone in avatarBones)
        {
            bone.isKinematic = true;
        }

        rigidBody.isKinematic   = false;
        rigidBody.constraints   = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ;
        origGroundCheckDistance = groundCheckDistance;
    }
Beispiel #2
0
 // Start is called before the first frame update
 void Start()
 {
     playerRef        = GameObject.FindGameObjectWithTag("Player");
     playerLocomotion = playerRef.GetComponent <Locomotion>();
     playerController = playerRef.GetComponent <PlayerController>();
     cooldown         = playerLocomotion.crouchCooldown;
 }
Beispiel #3
0
 // Use this for initialization
 void Awake()
 {
     leader     = GameObject.FindGameObjectWithTag(Tags.Leader).transform;
     animator   = GetComponent <Animator>();
     locomotion = new Locomotion(animator);
     vehicle    = GetComponent <Vehicle>();
 }
Beispiel #4
0
    void Start()
    {
        agent.updateRotation = false;
        locomotion = new Locomotion(animator);

        direction = transform.forward;
    }
Beispiel #5
0
    void Awake()
    {
        animator = GetComponent <Animator>();
        rigid    = GetComponent <Rigidbody>();

        locomotion = new Locomotion(animator);
    }
Beispiel #6
0
    private void Update()
    {
        if (GameManager.Instance.IsGameOver)
        {
            return;
        }

        if (!IsInputBlocked)
        {
            Input.UpdateBehaviour();
        }

        if (LocomotionActive)
        {
            Locomotion.UpdateBehaviour();
        }
        Animation.UpdateBehaviour();

        m_AutographCooldown -= GameManager.Instance.DeltaTime;
        UIManager.Instance.UpdateUICoolDown(GetAutographNorm());
        if (Input.ShootAutograph && m_AutographCooldown < 0f)
        {
            ShootAutograph();
        }
    }
Beispiel #7
0
        public override void OnEnter()
        {
            // get the animator component
            var go = Fsm.GetOwnerDefaultTarget(gameObject);

            if (go == null)
            {
                Finish();
                return;
            }

            _animator = go.GetComponent <Animator>();

            if (_animator == null)
            {
                Finish();
                return;
            }

            _locomotion = new Locomotion(_animator);

            SetLocomotion();

            if (!everyFrame)
            {
                Finish();
            }
        }
    private bool GetPositionToDrible(PlayerController enemy, out Vector3 toGo)
    {
        bool    result         = false;
        Vector3 resultPosition = Vector3.zero;
        Vector3 freePos        = Vector3.zero;

        if (GetFreeHit(out freePos, enemy.transform.position, true))
        {
            resultPosition = freePos;
            result         = true;
        }
        else
        {
            Vector3 pos = Locomotion.GetRandomNavCircle(Player.transform.position, 3.5f);
            resultPosition = pos;

            if (Player.IsHitBetween(pos) == false)
            {
                result = true;
            }
        }

        toGo = resultPosition;
        return(result);
    }
Beispiel #9
0
        protected virtual void OnMove(Vector2 input, bool running)
        {
            var cam = CameraManager.Mode as IRotatableCamera;

            if (input.magnitude > 0 && cam is IPerspectiveCamera)
            {
                var speed = Locomotion.RotateTowards(Vector3.up, cam.Heading);

                cam.Heading -= speed * Time.deltaTime;
            }

            var movement = input.normalized;

            Locomotion.Move(new Vector3(movement.x, 0, movement.y));

            if (running && Locomotion.Pacing != RunningPace)
            {
                Locomotion.Pacing = RunningPace;
            }

            if (!running && Locomotion.Pacing == RunningPace)
            {
                Locomotion.Pacing = WalkingPace;
            }
        }
		public override void OnEnter()
		{
			// get the animator component
			var go = Fsm.GetOwnerDefaultTarget(gameObject);
			
			if (go==null)
			{
				Finish();
				return;
			}
			
			_animator = go.GetComponent<Animator>();
			
			if (_animator==null)
			{
				Finish();
				return;
			}
			
			_locomotion = new Locomotion(_animator);
			
			SetLocomotion();
			
			if (!everyFrame) 
			{
				Finish();
			}
		}
 private void Start()
 {
     startingPosition = transform.localPosition;
     myRenderer       = GetComponent <Renderer>();
     locomotion       = FindObjectOfType <Locomotion>();
     SetGazedAt(false);
 }
Beispiel #12
0
 public void Update()
 {
     Time.Update();
     DoInput();
     Locomotion.Update();
     InteractionDetection.Update();
 }
Beispiel #13
0
 public void Start()
 {
     battleDecisionMaker = new BattleDecisionMaker(this);
     locomotion          = new Locomotion(transform);
     slider = GetComponentInChildren <Slider>();
     slider.GetComponentInParent <Canvas>().worldCamera = Camera.main;
 }
Beispiel #14
0
 public void Reset()
 {
     Score.Reset();
     Time.Reset();
     Hand.Reset();
     Locomotion.Reset();
     Time.Start();
 }
Beispiel #15
0
 // Use this for initialization
 void Start()
 {
     controller = GetComponent <CharacterController> ();
     floorMask  = LayerMask.GetMask("Defalut");
     animator   = GetComponent <Animator>();
     locomotion = new Locomotion(animator);
     gameObject.transform.position = _spawn.position;
 }
Beispiel #16
0
    // Use this for initialization
    void Start()
    {
        agent = GetComponent <UnityEngine.AI.NavMeshAgent>();
        agent.updateRotation = false;

        animator   = GetComponent <Animator>();
        locomotion = new Locomotion(animator);
    }
Beispiel #17
0
    // Use this for initialization
    void Start()
    {
        agent = GetComponent<NavMeshAgent>();
        agent.updateRotation = false;

        animator = GetComponent<Animator>();
        locomotion = new Locomotion(animator);
        player = GameObject.FindGameObjectWithTag("Player");
    }
Beispiel #18
0
        /// <summary>
        /// this is the event handler of loading the form and we have intialised it by clearing the
        /// form.
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>


        private void BMI_Calculator_Form_Load(object sender, EventArgs e)
        {
            Clear_Numeric_Keyboard();
            Active_Label = null;
            BMICalculatorTableLayoutPanel.Visible = false;
            Size = new Size(320, 480);

            animated_field = Locomotion.IDLE;
        }
Beispiel #19
0
 void Start()
 {
     targetPosition       = transform.position;
     agent                = GetComponent <NavMeshAgent>();
     agent.updateRotation = false;
     animator             = GetComponent <Animator>();
     locomotion           = new Locomotion(animator);
     searchTimeCurrent    = 0;
 }
Beispiel #20
0
    public void Reset()
    {
        Input.Initialize(this);
        Locomotion.Initialize(this);
        Animation.Initialize(this);

        m_AutographCooldown = 0f;
        UIManager.Instance.UpdateUICoolDown(GetAutographNorm());
    }
    protected void Move(Vector3 position)
    {
        Agent.SetDestination(position);
        //Move para o destino
        Vector2 move = Locomotion.GetDirectionAI();

        Speed     = move.y;
        Direction = move.x;
    }
	void Start ()
	{
		targetPosition = transform.position;
		agent = GetComponent<NavMeshAgent>();
		agent.updateRotation = false;
		animator = GetComponent<Animator>();
		locomotion = new Locomotion(animator);
		searchTimeCurrent = 0;
	}
Beispiel #23
0
    public InputHandler(Character c, Locomotion l, int n)
    {
        character  = c;
        locomotion = l;
        locomotion.Init();

        controller = new JoystickConfig(n);
        SwitchStates(0);
    }
	// Use this for initialization
	void Start () {
		agent = GetComponent<NavMeshAgent>();
		agent.updateRotation = false;
		
		animator = GetComponent<Animator>();
		locomotion = new Locomotion(animator);
		
		particleClone = null;
	}
    protected void Lookat(Vector3 position)
    {
        //Move para o destino
        Agent.SetDestination(Player.transform.position);

        Vector2 move = Locomotion.GetDirection(position);

        Speed     = 0;
        Direction = move.x;
    }
    // Use this for initialization
    void Start()
    {
        body       = GetComponent <Rigidbody>();
        animator   = GetComponent <Animator>();
        locomotion = new Locomotion(animator);
        TSTrafficAI ai = GetComponent <TSTrafficAI>();

        ai.OnUpdateAI     = OnAIUpdate;
        ai.UpdateCarSpeed = UpdateSpeed;
    }
Beispiel #27
0
 public void GetPath_WrappingSpace_ShortestPath(
     int startColumn,
     int startRow,
     int goalColumn,
     int goalRow,
     Locomotion locomotion
     )
 {
     IMap        map   = new Map(10, 10, DefaultInitializer);
     ref MapCell start = ref map.GetCell(startColumn, startRow);
    // Use this for initialization
    void Start()
    {
        body = GetComponent<Rigidbody>();
        animator = GetComponent<Animator>();
        locomotion = new Locomotion(animator);

        TSTrafficAI ai = GetComponent<TSTrafficAI>();
        ai.OnUpdateAI = OnAIUpdate;
        ai.UpdateCarSpeed = UpdateSpeed;
    }
Beispiel #29
0
 private record PathRequest(
     IMap Map,
     int StartColumn,
     int StartRow,
     int GoalColumn,
     int GoalRow,
     Locomotion Locomotion,
     IPathfindingCallback Callback,
     int CallbackContext
     );
Beispiel #30
0
    // Use this for initialization
    void Start()
    {
        agent = GetComponent <NavMeshAgent>();
        agent.updateRotation = false;

        animator   = GetComponent <Animator>();
        locomotion = new Locomotion(animator);

        particleClone = null;
    }
Beispiel #31
0
 private void BMI_Calculator_Form_Click(object sender, EventArgs e)
 {
     Clear_Numeric_Keyboard();
     if (Active_Label != null)
     {
         Active_Label.BackColor = Color.White;
     }
     Active_Label   = null;
     animated_field = Locomotion.DOWN;
     Timer_for_Animation.Enabled = true;
 }
Beispiel #32
0
    void Start()
    {
        animator   = GetComponent <Animator>();
        locomotion = new Locomotion(animator);
        rb         = GetComponent <Rigidbody>();
        canShoot   = true;

        canCastAbility1 = true;
        canCastAbility2 = true;
        canCastAbility3 = true;
    }
Beispiel #33
0
    void Start()
    {
        _stateNameHash = Animator.StringToHash("Estado");
        _animator      = GetComponentInChildren <Animator>();
        _currentState  = 0;
        _horizontal    = transform.eulerAngles.y;
        _vertical      = transform.eulerAngles.x;
        _locomotion    = new Locomotion(_animator);

        Cursor.lockState = CursorLockMode.Locked;
        Cursor.visible   = false;
    }
    void Update()
    {
        if(m_Locomotion == null) m_Locomotion = new Locomotion(m_Animator);

        if (m_Animator && Camera.main)
        {
            JoystickToWorld.ComputeSpeedDirection(transform,ref m_Speed, ref m_Direction);
        }

        m_Locomotion.Do(m_Speed * 6, m_Direction * 180);

        m_Animator.SetBool("HoldLog", hasLog);
    }
        public void Awake()
        {
            animator = GetComponentInChildren <Animator>();

            locomotion           = GetComponent <Locomotion>();
            locomotionWasEnabled = locomotion.isActiveAndEnabled;
            ecoTarget            = GetComponent <EcoTarget>();
            animatorLink         = GetComponentInChildren <AnimatorLink>();
            rb        = GetComponent <Rigidbody>();
            modelRoot = GetComponentInChildren <Renderer>().gameObject;

            iceMaterial = Player.main.GetComponent <PlayerFrozenMixin>().GetPrivateField("iceMaterial") as Material;
        }
    void Start()
    {
        agent = GetComponent<NavMeshAgent>();
        agent.updateRotation = false;

        animator = GetComponent<Animator>();
        locomotion = new Locomotion(animator);

        targetClone = Instantiate(target,transform.position,transform.rotation) as GameObject;
        targetClone.transform.parent = transform.parent;

        // Dont move if timer set to 0 or negative
        if (targetMoveTimer > 0.0f) StartCoroutine (MoveTarget());
    }
Beispiel #37
0
	public override bool Init(Agent agent, Locomotion locomotion, Animator animator)
	{
		mAnimStates.Add((int)StateType.Idle, new AnimStateIdle(agent, locomotion, animator));
		mAnimStates.Add((int)StateType.Die, new AnimStateDie(agent, locomotion, animator));
		mAnimStates.Add((int)StateType.Walk, new AnimStateGoTo(agent, locomotion, animator));
		// run??
		mAnimStates.Add((int)StateType.Jump, new AnimStateJumpTo(agent, locomotion, animator));
		mAnimStates.Add((int)StateType.Attack, new AnimStateAttack(agent, locomotion, animator));

		mDefaultState = mAnimStates[(int)StateType.Idle];
		base.Init(agent, locomotion, animator);

		return true;
	}
Beispiel #38
0
 public Actor(
     int column,
     int row,
     Locomotion locomotion
     )
 {
     Column             = column;
     Row                = row;
     Locomotion         = locomotion;
     _currentRouteIndex = -1;
     _currentActivity   = -1;
     _currentStep       = -1;
     Errand             = Errand.Idle;
 }
    void Start()
    {
        // Use this for initialization

        avatar     = GetComponent <Animator> ();
        controller = GetComponent <CharacterController> ();

        avatar.speed = 1f;        // + UnityEngine.Random.Range (-0.4f, 0.4f);

        navAgent = GetComponent <UnityEngine.AI.NavMeshAgent>();
        navAgent.updateRotation = false;

        locomotion = new Locomotion(avatar);
    }
Beispiel #40
0
    public Locomotion(int index, Locomotion parent)
        : base()
    {
        Index = index;

        if (parent != null)
        {
            Color = LocoStep.Mutate(parent.Color);
        }
        else
        {
            Color = new Color(UnityEngine.Random.Range(0f, 1f), UnityEngine.Random.Range(0f, 1f), UnityEngine.Random.Range(0f, 1f));
        }

        const int MonsPerRow = 10;
        var pos = new Vector3((index % MonsPerRow) * 3f, -1.38f, Mathf.Floor(index / MonsPerRow) * 6f);

        var physicsLayer = 8 + (index % 20);
        _monster = new Monster(physicsLayer, Color);
        _monster.Transform.position = pos;

        if (parent != null)
        {
            Steps = LocoStep.Mutate(parent.Steps);
        }
        else
        {
            Steps = new List<LocoStep>();
            foreach (var joint in _monster.Joints.Keys)
            {
                var temp = joint;
                Steps.Add(LocoStep.SpawnNew(temp));
                Steps.Add(LocoStep.SpawnNew(temp));
            }
        }

        for (var i = 0; i < Steps.Count; ++i)
            Steps[i].NextAt = Steps[i].At;
        _monster.UnityFixedUpdate += OnFixedUpdate;
    }
Beispiel #41
0
    public void Save(Locomotion loco)
    {
        var name = Guid.NewGuid().ToString();

        _indexWriter.WriteLine(loco.FinalScore + "," + name);
        _indexWriter.Flush();

        //Write complex data
        var lines = new List<string>();
        {
            var cells = new string[]
            {
                "Joint",
                "At",
                "Duration",
                "Force",
                "Rotation.x",
                "Rotation.y",
                "Rotation.z",
            };
            lines.Add(string.Join(",", cells));
        }
        foreach(var step in loco.Steps)
        {
            var cells = new string[]
            {
                step.Joint,
                step.At.ToString(),
                step.Duration.ToString(),
                step.Force.ToString(),
                step.Rotation.x.ToString(),
                step.Rotation.y.ToString(),
                step.Rotation.z.ToString(),
            };
            lines.Add(string.Join(",", cells));
        }
        File.WriteAllLines(_dir + "/" + name + ".csv", lines.ToArray());
    }
Beispiel #42
0
	public AnimState(Agent agent, Locomotion locomotion, Animator animator)
	{
		mAgent = agent;
		mLocomotion = locomotion;
		mAnimator = animator;
	}
    // Use this for initialization
    void Start()
    {
        if (time < 0.1f) time = 0.1f;
        if (time > 5.0f) time = 5.0f;

        agent = GetComponent<NavMeshAgent>();
        agent.updateRotation = false;

        animator = GetComponent<Animator>();
        locomotion = new Locomotion(animator);

        targetClone = Instantiate(target,transform.position,transform.rotation) as GameObject;
        //MoveTarget();
    }
Beispiel #44
0
	public virtual bool Init(Agent agent, Locomotion locomotion, Animator animator)
	{
		return true;
	}
    IEnumerator DoPreform()
    {
        var logs = new LocoLogs();
        _monsPerRound = 40;
        _monsToKeep = 6;
        _childrenToMutate = 6;
        _bestInject = 1;

        Application.RegisterLogCallback(OnLog);

        List<Locomotion> bestLocos = new List<Locomotion>();
        while(true)
        {
            LoadConfigSettings();

            Generation++;
            var locos = new List<Locomotion>();

            var i = 0;
            for (var bestIndex = 0; bestIndex < bestLocos.Count; ++bestIndex )
            {
                if (_bestInject > 0
                    && bestIndex >= _monsToKeep - _bestInject && _bestAllTime != null)
                {
                    //Use best alltime
                    for (var childIndex = 0; childIndex < _childrenToMutate; ++childIndex)
                    {
                        locos.Add(new Locomotion(_monsPerRound - i - 1, _bestAllTime));
                        i++;
                    }
                    continue;
                }

                for (var childIndex = 0; childIndex < _childrenToMutate; ++childIndex)
                {
                    //Index modified so children appear at front
                    locos.Add(new Locomotion(_monsPerRound - i - 1, bestLocos[bestIndex]));
                    i++;
                }
            }

            for (; i < _monsPerRound; i++)
            {
                //Index modified so children appear at front
                locos.Add(new Locomotion(_monsPerRound - i - 1, null));
            }

            while (locos.Any(l => !l.Finished))
                yield return null;

            foreach (var loco in locos)
                logs.Save(loco);

            bestLocos = locos.OrderByDescending(loco => loco.FinalScore).Take(_monsToKeep).ToList();

            var best = bestLocos.First();
            if (_bestAllTime == null || best.FinalScore > _bestAllTime.FinalScore)
                _bestAllTime = best;

            if (bestLocos.First().FinalScore > TopScore)
            {
                TopScore = bestLocos.First().FinalScore;
                TopScoreGen = Generation;
            }

            foreach (var l in locos)
                l.Stop();
        }
    }
Beispiel #46
0
    //    public Camera ngui_camera = null;
    // Use this for initialization
    void Start()
    {
        agent = GetComponent<NavMeshAgent>();
        agent.updateRotation = false;

        animator = GetComponent<Animator>();

        using(locomotion = new Locomotion(animator)){locomotion.Dispose();}

        particleClone = null;

        NGUILayerMask = LayerMask.NameToLayer("Default");

        //		print("NGUI layerDepth :  " + NGUILayerMask);
    }
Beispiel #47
0
 // Use this for initialization
 void Start()
 {
     old_forward = transform.forward;
     animator = GetComponent<Animator>();
     locomotion = new Locomotion(animator);
     anim_speed_default = animator.speed;
     dist_to_ground = GetComponent<CapsuleCollider>().height;
 }
Beispiel #48
0
    void Start()
    {
        audioSource = GetComponent<AudioSource> ();
        ribo = GetComponent<Rigidbody>();
        locomotion = GetComponent<Locomotion>();
        bodyAnimation = GetComponent<BodyAnimation>();
        emotion = GetComponent <SushiEmotion> ();
        currentState = SushiState.ALIVE;

        Invoke ("GenerateCheeringSound", Random.Range(1,10));
        MakeSound("spawning");
    }
 /*////////////////////////////////////*/
 //Fonction de démarrage
 /*////////////////////////////////////*/
 void Start()
 {
     animator = GetComponent<Animator>();
     locomotion = new Locomotion(animator);
 }
Beispiel #50
0
 void Start()
 {
     ribo = GetComponent<Rigidbody>();
     locomotion = GetComponent<Locomotion>();
     bodyAnimation = GetComponent<BodyAnimation>();
 }
Beispiel #51
0
	public AnimStateJumpTo(Agent agent, Locomotion locomotion, Animator animator)
		: base(agent, locomotion, animator)
	{
		
	}
Beispiel #52
0
    // Use this for initialization
    void Awake()
    {
        agent = GetComponent<NavMeshAgent>();
        agent.updateRotation = false;

        animator = GetComponent<Animator>();
        locomotion = new Locomotion(animator);
        hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<HashIds>();

        particleClone = null;
    }
Beispiel #53
0
 IEnumerator Schedule(Locomotion chunk)
 {
     DebugManager.Instance.OnChunkStart(chunk);
     yield return null;
 }
Beispiel #54
0
	public AnimStateAttack(Agent agent, Locomotion locomotion, Animator animator)
		: base(agent, locomotion, animator)
	{
		
	}