public virtual void Revive(Transform[] Navs) { // when revived stuck_prison = false; is_revive = true; // area setting change to side bot_area = Bot_Area.SIDELINE; // move AINav.setWayPoints(Navs); AINav.useNavMeshPathPlanning = true; AINav.waypointLoop = false; }
public virtual void CallBack_NavEnd() { if (bot_area == Bot_Area.SIDELINE) { if (stuck_prison) { bot_area = Bot_Area.PRISON; } else if (is_revive) { bot_area = Bot_Area.INGAME; } is_revive = false; } }
protected virtual void Start() { // initialising reference variables anim = GetComponent <Animator>(); col = GetComponent <CapsuleCollider>(); AINav = GetComponent <GameAINavSteeringController>(); AINav.Init(); AINav.waypointLoop = false; AINav.stopAtNextWaypoint = false; AINav.clearWaypoints(); if (anim.layerCount == 2) { anim.SetLayerWeight(1, 1); } bot_area = Bot_Area.INGAME; }
public virtual void Get_Out(Transform[] Navs) { // behavior when out stuck_prison = true; // area setting change to side bot_area = Bot_Area.SIDELINE; // move AINav.setWayPoints(Navs); AINav.useNavMeshPathPlanning = true; AINav.waypointLoop = false; // drop the ball Drop_Ball(true); // update team status situation GameManager.instance.Update_TeamState(); }