public override void Start()
    {
        // if no pathing blocks, just randomly pick something.
        if (this.position == Vector3.zero)
        {
            int maxDistance = 30;

            if (this.theEntity.IsAlert)
            {
                this.position = RandomPositionGenerator.CalcAway(this.theEntity, 0, maxDistance, maxDistance, this.theEntity.LastTargetPos);
            }
            else
            {
                this.position = RandomPositionGenerator.Calc(this.theEntity, maxDistance, maxDistance);
            }
        }

        this.time = 0f;

        EntityUtilities.ChangeHandholdItem(this.theEntity.entityId, EntityUtilities.Need.Reset);

        // Turn off the entity jumping, and turn on breaking blocks, to allow for better pathing.
        if (this.theEntity is EntityAliveSDX)
        {
            (theEntity as EntityAliveSDX).canJump = false;
            (theEntity as EntityAliveSDX).moveHelper.CanBreakBlocks = true;
        }

        // Path finding has to be set for Breaking Blocks so it can path through doors
        PathFinderThread.Instance.FindPath(this.theEntity, this.position, this.theEntity.GetMoveSpeed(), true, this);


        return;
    }
Beispiel #2
0
    public static void BackupHelper(int EntityID, Vector3 awayFrom, int distance)
    {
        EntityAlive myEntity = GameManager.Instance.World.GetEntity(EntityID) as EntityAlive;

        if (myEntity == null)
        {
            return;
        }

        if (myEntity.moveHelper == null)
        {
            return;
        }

        Vector3 dirV   = myEntity.position - awayFrom;
        Vector3 vector = Vector3.zero;

        // If you are blocked, try to go to another side.
        vector = RandomPositionGenerator.CalcAway(myEntity, distance, distance, distance, awayFrom);
        myEntity.moveHelper.SetMoveTo(vector, false);

        // Move away at a hard coded speed of -4 to make them go backwards
        myEntity.speedForward = -4f;// Mathf.SmoothStep(myEntity.speedForward, -0.25f, 2 * Time.deltaTime);

        // Keep them facing the spot
        // myEntity.SetLookPosition( awayFrom );
        //myEntity.RotateTo(awayFrom.x, awayFrom.y, awayFrom.z, 30f, 30f);
    }
Beispiel #3
0
    public override void Start()
    {
        // if no pathing blocks, just randomly pick something.

        Vector3 newPosition = EntityUtilities.GetNewPositon(this.theEntity.entityId);

        if (newPosition == Vector3.zero)
        {
            this.position = RandomPositionGenerator.CalcAway(this.theEntity, 10, 30, 10, this.theEntity.position);
        }

        //Give them more time to path find.The CanContinue() stops at 30f, so we'll set it at -90, rather than 0.
        this.time = -90f;

        // Path finding has to be set for Breaking Blocks so it can path through doors
        PathFinderThread.Instance.FindPath(this.theEntity, this.position, this.theEntity.GetMoveSpeed(), true, this);
        return;
    }
    public override void Start()
    {
        // if no pathing blocks, just randomly pick something.
        if (this.position == Vector3.zero)
        {
            Vector3 vector = Vector3.zero;
            int     num2   = 30;

            if (this.theEntity.IsAlert)
            {
                vector = RandomPositionGenerator.CalcAway(this.theEntity, 0, num2, num2, this.theEntity.LastTargetPos);
            }
            else
            {
                vector = RandomPositionGenerator.Calc(this.theEntity, num2, num2);
            }

            this.position = vector;
            this.time     = 0f;
        }
        else
        {
            this.time = -60f;
        }
        //Vector3 temp = Ent
        //EntityUtilities.GetNewPositon(this.theEntity.entityId);
        //if (temp != Vector3.zero)
        //{
        //    this.position = temp;
        //    //Give them more time to path find.The CanContinue() stops at 30f, so we'll set it at -90, rather than 0.
        //    this.time = 90f;
        //}
        //   EntityUtilities.ChangeHandholdItem(this.theEntity.entityId, EntityUtilities.Need.Melee);
        // Path finding has to be set for Breaking Blocks so it can path through doors
        PathFinderThread.Instance.FindPath(this.theEntity, this.position, this.theEntity.GetMoveSpeed(), true, this);
        return;
    }