//GameObject debugRing; void Awake() { // DebugDraw debugDraw = gameObject.GetComponent<DebugDraw> (); // debugRing = debugDraw.createRing (Vector3.zero, wanderRadius); steeringBasics = GetComponent <SteeringBasics>(); rb = GetComponent <MovementAIRigidbody>(); }
void Start() { path.CalcDistances(); steeringBasics = GetComponent <SteeringBasics>(); followPath = GetComponent <FollowPath>(); colAvoid = GetComponent <CollisionAvoidance>(); colAvoidSensor = transform.Find("ColAvoidSensor").GetComponent <NearSensor>(); }
void Start() { steeringBasics = GetComponent <SteeringBasics>(); wander = GetComponent <Wander2>(); cohesion = GetComponent <Cohesion>(); separation = GetComponent <Separation>(); velocityMatch = GetComponent <VelocityMatch>(); sensor = transform.Find("Sensor").GetComponent <NearSensor>(); }
bool FindObstacle(Vector3 facingDir, out GenericCastHit firstHit) { facingDir = rb.ConvertVector(facingDir).normalized; /* Create the direction vectors */ Vector3[] dirs = new Vector3[3]; dirs[0] = facingDir; float orientation = SteeringBasics.VectorToOrientation(facingDir, rb.is3D); dirs[1] = SteeringBasics.OrientationToVector(orientation + sideWhiskerAngle * Mathf.Deg2Rad, rb.is3D); dirs[2] = SteeringBasics.OrientationToVector(orientation - sideWhiskerAngle * Mathf.Deg2Rad, rb.is3D); return(CastWhiskers(dirs, out firstHit)); }
public Vector3 GetSteering() { float characterOrientation = rb.RotationInRadians; /* Update the wander orientation */ wanderOrientation += RandomBinomial() * wanderRate; /* Calculate the combined target orientation */ float targetOrientation = wanderOrientation + characterOrientation; /* Calculate the center of the wander circle */ Vector3 targetPosition = transform.position + (SteeringBasics.OrientationToVector(characterOrientation) * wanderOffset); //debugRing.transform.position = targetPosition; /* Calculate the target position */ targetPosition = targetPosition + (SteeringBasics.OrientationToVector(targetOrientation) * wanderRadius); //Debug.DrawLine (transform.position, targetPosition); return(steeringBasics.Seek(targetPosition)); }
void Start() { steeringBasics = GetComponent <SteeringBasics>(); flee = GetComponent <Flee>(); }
void Start() { steeringBasics = GetComponent <SteeringBasics>(); evade = GetComponent <Evade>(); }
void Awake() { rb = GetComponent <MovementAIRigidbody>(); steeringBasics = GetComponent <SteeringBasics>(); }
void Awake() { facingCosineVal = Mathf.Cos(facingCosine * Mathf.Deg2Rad); steeringBasics = GetComponent <SteeringBasics>(); }
void Awake() { steeringBasics = GetComponent <SteeringBasics>(); evade = GetComponent <Evade>(); }
void Start() { steeringBasics = GetComponent <SteeringBasics>(); wander = GetComponent <Wander1>(); }
void Start() { steeringBasics = GetComponent <SteeringBasics>(); pursue = GetComponent <Pursue>(); }
void Awake() { steeringBasics = GetComponent <SteeringBasics>(); }
void Start() { path.CalcDistances(); steeringBasics = GetComponent <SteeringBasics>(); followPath = GetComponent <FollowPath>(); }