static void addNodeToPath()
    {
        PatrolAi  test      = Selection.activeGameObject.GetComponent <PatrolAi>();
        Transform newSelect = test.addToPath();

        Selection.activeGameObject = newSelect.gameObject;
    }
    static bool isPatrol()
    {
        PatrolAi test = Selection.activeGameObject.GetComponent <PatrolAi>();

        if (test != null)
        {
            return(true);
        }
        return(false);
    }
Beispiel #3
0
    void OnDrawGizmosSelected()
    {
        self = this.gameObject.GetComponent <BasicAi>();
        Vector2 facing = this.gameObject.transform.GetChild(0).transform.position - this.transform.position;
        //  Debug.Log("I HAVE BEEN SELECTED!"+self.speed);
        // Display the explosion radius when selected
        //float angle = Mathf.Atan2(facing.x, facing.y) * Mathf.Rad2Deg;
        //        Vector3 start = new Vector3(10f * Mathf.Cos((angle + 45f / 2 )* Mathf.Deg2Rad), 10f * Mathf.Sin((angle + 45f / 2) * Mathf.Deg2Rad), 0);
        //Vector3 start = Vector3.RotateTowards(facing, new Vector3(0, 1, 0),45f/2f*Mathf.Deg2Rad,10);
        // new code here
        Vector3 normal = facing;
        Vector3 outTan = new Vector3(0, 1, 0);

        Vector3.OrthoNormalize(ref normal, ref outTan);
        //new code end
        Vector3 start = Vector3.RotateTowards(facing, outTan, 45f / 2f * Mathf.Deg2Rad, 10);

        Gizmos.color = Color.red;
        Gizmos.DrawLine(self.transform.position, self.transform.position + start.normalized * 10f);
        //Gizmos.color = Color.blue;
        Gizmos.DrawLine(self.transform.position, self.transform.position + Vector3.RotateTowards(facing, outTan, -45f / 2f * Mathf.Deg2Rad, 10).normalized *10f);
        UnityEditor.Handles.color = Color.red;
        //new code start
        Vector3 from  = start;
        Vector3 fromA = Vector3.RotateTowards(facing, outTan, -45f / 2f * Mathf.Deg2Rad, 10);
        float   dir   = Vector3.Cross(fromA, start).z;

        if (Vector3.Cross(fromA, start).z > 0)
        {
            from = Vector3.RotateTowards(facing, outTan, -45f / 2f * Mathf.Deg2Rad, 10);
        }
        //newcode end
        UnityEditor.Handles.DrawWireArc(self.transform.position, new Vector3(0, 0, 1), from.normalized, 45f, 10f); //from -> start
        UnityEditor.Handles.color = Color.green;
        UnityEditor.Handles.DrawWireDisc(self.transform.position, self.transform.forward, self.nextWaypointDistance);
        //try to get the script for the speafic ai. if it is found, then get thier speafic infomation
        //patrol: Draw lines between all the points Gizmos.drawAAline?
        PatrolAi check = this.gameObject.GetComponent <PatrolAi>();

        if (check != null)
        {
            Gizmos.color = new Color(0.5f, 0.05f, 0.75f, 1f);
            Vector3 origin = new Vector3(this.transform.position.x, this.transform.position.y, this.transform.position.z);
            foreach (Transform t in check.targets)
            {
                if (t == null)
                {
                    continue;
                }
                Vector3 end = new Vector3(t.position.x, t.position.y, origin.z);
                Gizmos.DrawLine(origin, t.position);
                origin = t.position;
            }
            return;
        }
        //Guard: Wall check radius should be drawn
        GuardAi guard = this.gameObject.GetComponent <GuardAi>();

        if (guard != null)
        {
            Gizmos.color = new Color(0.5f, 0.55f, 0.05f, 1f);
            Gizmos.DrawLine(this.transform.position, this.transform.position + guard.wallcheck * new Vector3(facing.x, facing.y, 0).normalized);
            Vector3 checkLeft = Vector3.RotateTowards(facing, outTan, 90f * Mathf.Deg2Rad, guard.wallcheck); //-facing -> new vector(0,1,0)
            Gizmos.DrawLine(this.transform.position, this.transform.position + checkLeft.normalized * guard.wallcheck);
            Vector3 checkBehind = Vector3.RotateTowards(facing, -facing, 180f * Mathf.Deg2Rad, guard.wallcheck);
            Gizmos.DrawLine(this.transform.position, this.transform.position + checkBehind.normalized * guard.wallcheck);
            Vector3 checkRight = Vector3.RotateTowards(facing, new Vector3(0, 1, 0), -90f * Mathf.Deg2Rad, guard.wallcheck); //-facing -> new vector(0,1,0)
            Gizmos.DrawLine(this.transform.position, this.transform.position + checkRight.normalized * guard.wallcheck);
            return;
        }
        //Coward: Alert radius should be drawn
        CowardAi coward = this.gameObject.GetComponent <CowardAi>();

        if (coward != null)
        {
            Handles.color = new Color(0.5f, 0.05f, 0.75f, 1f);
            UnityEditor.Handles.DrawWireDisc(self.transform.position, self.transform.forward, 20f);  //coward.alertRadis
            Handles.color = new Color(0.05f, 0.05f, 0.75f, 1f);
            UnityEditor.Handles.DrawWireDisc(self.transform.position, self.transform.forward, 60f);  //coward.searchRadis
        }
    }