Ejemplo n.º 1
0
        void FixedUpdate()
        {
            if (PauseMenu_HTML.IsPaused || GroupUtil.IsNeutral(Group))
            {
                return;
            }

            foreach (var ab in AbilityList)
            {
                ab.Update();
            }


            GameMoveManager.OnMoveUpdate(this);

            if (Group == "" ||
                !GroupUtil.isCreatureGroup(Group) ||
                GroupUtil.IsNeutral(Group) ||
                Owner == PlayersManager.GetMyPlayer()
                )
            {
                return;
            }

            AI_Main.Update(this);
        }
Ejemplo n.º 2
0
    public void CheckForbjects()
    {
        //Create an array of all objects in range of the sound. Loudness is the range. adjust to differ how far the sound travels
        Collider[] Enemies    = Physics.OverlapSphere(this.transform.position, loudness);
        int        enemyCount = 0;

        while (enemyCount < Enemies.Length)
        {
            //for every guard in range (half of the loudness since they cant hear as far) tell them to investigate sound
            if (Enemies[enemyCount].tag == ("Guard") && (Vector3.Distance(transform.position, Enemies[enemyCount].transform.position) <= loudness / 2))
            {
                enemy = Enemies[enemyCount].gameObject;
                AI_Main AI_Main_Script = enemy.GetComponent <AI_Main>();
                AI_Main_Script.NoiseHeard(this.gameObject);
            }
            //for every monster in range tell them to investigate sound
            if (Enemies[enemyCount].tag == ("Monster"))
            {
                enemy = Enemies[enemyCount].gameObject;
                AI_Main AI_Main_Script = enemy.GetComponent <AI_Main>();
                AI_Main_Script.NoiseHeard(this.gameObject);
            }
            enemyCount++;
        }
    }