Beispiel #1
0
        public void initControl(SkinModelSkelAnim skinAniModel)
        {
            m_radar = new Radar();
            m_vehicle = new Biped();

            //m_vehicle.Radar = m_radar;
            //m_vehicle.ArrivalRadius = 1;
            //m_vehicle.AllowedMovementAxes = new Vector3(1, 0, 1);
            //m_vehicle.MaxSpeed = 10;
            //m_vehicle.setSpeed(5);
            //m_vehicle.initOwner(skinAniModel.rootGo);

            //m_radar.Vehicle = m_vehicle;
            //m_radar.initAwake();
            m_radar.DetectionRadius = 100;
        }
Beispiel #2
0
    public override void Start()
    {
        EntityManager.Instance.RegisterEntity(this);

        cSteeringWander  = GetComponent <UnitySteer.Behaviors.SteerForWander>();
        cSteeringPursuit = GetComponent <UnitySteer.Behaviors.SteerForPursuit>();
        animator         = GetComponent <Animator>();
        biped            = GetComponent <UnitySteer.Behaviors.Biped>();
        rb    = GetComponent <Rigidbody>();
        audio = GetComponent <AudioSource>();

        target  = null;
        targets = new HashSet <BaseGameEntity>();
        cSteeringWander.enabled  = true;
        cSteeringPursuit.enabled = false;
        animator.SetFloat("MoveSpeed", 0);
    }
Beispiel #3
0
    public override void Start()
    {
        EntityManager.Instance.RegisterEntity(this);

        cSteeringWander   = GetComponent <UnitySteer.Behaviors.SteerForWander>();
        cSteeringEvasion  = GetComponent <UnitySteer.Behaviors.SteerForEvasion>();
        cSteeringCohesion = GetComponent <UnitySteer.Behaviors.SteerForNeighborGroup>();
        animator          = GetComponent <Animator>();
        biped             = GetComponent <UnitySteer.Behaviors.Biped>();
        biped.MaxSpeed    = normalSpeed;
        rb    = GetComponent <Rigidbody>();
        audio = GetComponent <AudioSource>();

        cSteeringWander.enabled   = true;
        cSteeringEvasion.enabled  = false;
        cSteeringCohesion.enabled = true;
        animator.SetFloat("MoveSpeed", 0);

        //timeForNextReproduction = reproductionCooldown;
        timeForNextReproduction = 0;
    }
Beispiel #4
0
    // Start is called before the first frame update
    public override void Start()
    {
        spawnPos = gameObject.transform.position;
        spawnOri = gameObject.transform.eulerAngles.y;

        EntityManager.Instance.RegisterEntity(this);

        cSteerFear  = GetComponent <UnitySteer.Behaviors.SteerForFear>();
        cSteerPoint = GetComponent <UnitySteer.Behaviors.SteerForPoint>();
        anim        = GetComponent <Animator>();
        biped       = GetComponent <UnitySteer.Behaviors.Biped>();
        rb          = GetComponent <Rigidbody>();

        cSteerFear.enabled  = false;
        cSteerPoint.enabled = false;

        respawnTime = 4.5f; // Same as turn in zombie, good case would be for this to be greater and the object to not be drawn until respawn
        deadTime    = 0f;

        maxSpeed   = 2f;
        move_speed = maxSpeed;
        stamina    = maxStamina = 100;
    }