Beispiel #1
0
 // Use this for initialization
 void Start()
 {
     attr      = GetComponent <UnitAttributes> () as UnitAttributes;
     ai        = GetComponent <NavMeshAI> () as NavMeshAI;
     attacking = false;
     hasEnemy  = true;
 }
Beispiel #2
0
 // Use this for initialization
 void Start()
 {
     m_Player = GameObject.FindGameObjectWithTag("Player");
     if (m_Enemies != null)
     {
         m_EnemieAIScript = m_Enemies[0].GetComponent <NavMeshAI>();
         m_EnemyMax       = m_Enemies.Length;
     }
 }
Beispiel #3
0
    // Use this for initialization
    void Start()
    {
        eye          = GameObject.FindGameObjectWithTag("Eye");
        civilian     = this.gameObject;
        nav          = civilian.GetComponent <NavMeshAI>();
        civTransform = civilian.transform;
        index        = civTransform.GetSiblingIndex();

        //Don't run the Update() method if the NPC is an Android
        //       if (!isAndroid)
        //       {
        stealthScript = eye.GetComponent <Stealth>();
        //       }
        coroutine = WaitforPauseMenu();
    }
Beispiel #4
0
    // Update is called once per frame
    void Update()
    {
        if (m_Enemies != null)
        {
            Vector3 temppos = m_Player.transform.position - this.transform.position;
            m_DistToPlayer = temppos.magnitude;

            if (m_DistToPlayer <= m_DetectRadius)// if magnitude is shorter than radius spawn 1 enemy at a time
            {
                m_InsideRadius = true;
            }


            if (m_InsideRadius)
            {
                if (m_HasSpawned == false)
                {
                    if (m_Timer == 0)
                    {
                        m_EnemieAIScript = m_Enemies[m_EnemyCount].GetComponent <NavMeshAI>();
                        m_EnemieAIScript.Activate();
                        m_EnemyCount++;
                        if (m_EnemyCount >= m_EnemyMax)//reached all enemies spawned
                        {
                            m_HasSpawned = true;
                        }
                    }
                    m_Timer += Time.deltaTime;

                    if (m_Timer >= m_SpawnSpeed)
                    {
                        m_Timer = 0;
                    }
                }
            }
        }
    }