Inheritance: MonoBehaviour
Ejemplo n.º 1
0
 /// <summary>
 /// Awake is called when the script instance is being loaded.
 /// </summary>
 void Awake()
 {
     enemy     = GetComponent <Enemy>();
     sight     = GetComponent <EnemySight>();
     Nav       = GetComponent <NavMeshAgent>();
     Nav.speed = enemy.Speed;
 }
Ejemplo n.º 2
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    private Transform player;                                           // Reference to the player's transform.

    public AIBehaviorAggressive(AICharacter character)
    {
        enemySight         = character.gameObject.GetComponent <EnemySight>();
        player             = GameObject.FindGameObjectWithTag(Tags.player).transform;
        playerHealth       = player.GetComponent <PlayerHealth>();
        lastPlayerSighting = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <LastPlayerSighting>();
    }
Ejemplo n.º 3
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 void Start()
 {
     plyr = GameObject.FindGameObjectWithTag("Player");
     agent = GetComponent<NavMeshAgent>();
     enemySightSeal = this.GetComponent<EnemySight>();
     readInPatrol(startingRoom);
 }
Ejemplo n.º 4
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 void Awake()
 {
     navAgent = GetComponent <NavMeshAgent>();
     anim     = GetComponent <Animator>();
     sight    = GetComponent <EnemySight>();
     health   = GameObject.FindGameObjectWithTag(Tags.player).GetComponent <PlayerHealth>();
 }
Ejemplo n.º 5
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 void Start()
 {
     enemySight   = this.GetComponent <EnemySight>();
     nav          = this.GetComponent <NavMeshAgent>();
     player       = GameObject.FindGameObjectWithTag(Tags.player).transform;
     playerHealth = player.GetComponent <PlayerHealth>();
 }
Ejemplo n.º 6
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    public override void Exit()
    {
        roboRam.enemyInfo.isMeleeAttacking = false;
        EnemySight sight = (roboRam.gameObject.GetComponentInChildren <EnemySight>());

        sight.GetComponent <BoxCollider2D>().size = new Vector2(sight.originalSightSize, sight.GetComponent <BoxCollider2D>().size.y);
    }
Ejemplo n.º 7
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 void Awake()
 {
     character = transform;
     player = GameObject.FindWithTag ("Player").transform;
     lastPlayerSighting = GameObject.FindGameObjectWithTag(DoneTags.gameController).GetComponent<DoneLastPlayerSighting>();
     enemySight = GameObject.FindGameObjectWithTag("AIattack").GetComponent<EnemySight>();
 }
Ejemplo n.º 8
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    // Start is called before the first frame update
    void Start()
    {
        if (Random.Range(0, 2) == 1)
        {
            right = true;
            left  = false;
        }
        else
        {
            left  = true;
            right = false;
        }
        dead         = false;
        velocity     = new Vector2();
        rigidBody    = GetComponent <Rigidbody2D>();
        spriteRender = GetComponent <SpriteRenderer>();

        sight = GetComponentInChildren <EnemySight>();

        firstShootTime = shootTime;
        firstSightTime = sightTime;

        sceneController = GameObject.Find("SceneController");

        player = FindObjectOfType <Player>();

        attackBounds = GetComponentInChildren <EnemyAttackBounds>();

        anim = GetComponentInChildren <EnemyAnim>();
    }
Ejemplo n.º 9
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    //init vars
    void Start()
    {
        agent     = GetComponent <NavMeshAgent>();
        selfSight = GetComponent <EnemySight>();
        //shopperHas = GetComponent<DetectEnemy>();
        player          = GameObject.FindGameObjectsWithTag("Player");//player reference
        playerPos       = player[0].transform;
        lastPlayerSight = playerPos;

        pathPoints[0] = GameObject.Find("WayPoint1").transform;
        pathPoints[1] = GameObject.Find("WayPoint2").transform;
        pathPoints[2] = GameObject.Find("WayPoint3").transform;
        pathPoints[3] = GameObject.Find("WayPoint4").transform;
        pathPoints[4] = GameObject.Find("WayPoint5").transform;
        pathPoints[5] = GameObject.Find("WayPoint6").transform;
        pathPoints[6] = GameObject.Find("WayPoint7").transform;
        pathPoints[7] = GameObject.Find("WayPoint8").transform;
        pathPoints[8] = GameObject.Find("WayPoint9").transform;

        //init path
        int randomPoint = Mathf.FloorToInt(Random.Range(0, pathPoints.Length - 1));//pick a random waypoint

        pathIndex         = randomPoint;
        agent.destination = pathPoints[randomPoint].position;//go to that waypoint
    }
Ejemplo n.º 10
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    private AnimatorSetup animSetup;            // An instance of the AnimatorSetup helper class.


    void Awake()
    {
        // Setting up the references.
        //Congiguracion de las referencias.
        player     = GameObject.FindGameObjectWithTag(Tags.player).transform;
        enemySight = GetComponent <EnemySight>();
        nav        = GetComponent <NavMeshAgent>();
        anim       = GetComponent <Animator>();
        hash       = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <HashIDs>();

        // Making sure the rotation is controlled by Mecanim.
        //Cerciorarse de que la rotacion es controlada por Mecanin y no por el navmeshagent.
        nav.updateRotation = false;

        // Creating an instance of the AnimatorSetup class and calling it's constructor.
        // Creando una instancia de la Clase AnimatorSetup y llamamos el constructor.
        animSetup = new AnimatorSetup(anim, hash);

        // Set the weights for the shooting and gun layers to 1.
        // Establecemos el peso de las capas Shooting y gun a 1.
        anim.SetLayerWeight(1, 1f);
        anim.SetLayerWeight(2, 1f);

        // We need to convert the angle for the deadzone from degrees to radians.
        // Necesitamos convertir el angulo de deadzone de grados a radianes, ya que el motor lo opera asi mas facil.
        deadZone *= Mathf.Deg2Rad;
    }
Ejemplo n.º 11
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 // Use this for initialization
 void Start()
 {
     anim     = GetComponent <Animator>();
     navAgent = this.GetComponent <NavMeshAgent>();
     sight    = GetComponent <EnemySight>();
     move     = GetComponent <EnemyMoveAI>();
 }
 // Use this for initialization
 void Start()
 {
     NavM       = GetComponent <NavMeshAgent>();
     _isHearing = gameObject.GetComponent <EnemyController>();
     _isSpotted = gameObject.GetComponent <EnemySight>();
     _target    = gameObject.GetComponent <EnemyController>();
 }
Ejemplo n.º 13
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 void  Awake()
 {
     character          = transform;
     player             = GameObject.FindWithTag("Player").transform;
     lastPlayerSighting = GameObject.FindGameObjectWithTag(DoneTags.gameController).GetComponent <DoneLastPlayerSighting>();
     enemySight         = GameObject.FindGameObjectWithTag("AIattack").GetComponent <EnemySight>();
 }
Ejemplo n.º 14
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    void Start()
    {
        stats         = gameObject.GetComponent <EnemyStats>();
        sight         = gameObject.GetComponent <EnemySight>();
        alert         = gameObject.GetComponent <EnemyAlert>();
        col           = gameObject.GetComponent <SphereCollider>();
        player        = GameObject.FindGameObjectWithTag("Player");
        debugRenderer = GetComponentInChildren <Renderer>();

        stats.attackRange += GetComponent <CapsuleCollider>().bounds.size.x *0.5f;

        delaySet         = false;
        collideWithOther = false;
        delay            = stats.IDLE_DELAY;
        nextWaypt        = 0;                                   // 0 - original pos. (whr AI spawns/is from)

        // Spawn pos
        if (waypointList.Count > 0)
        {
            transform.position = waypointList[nextWaypt].position;
            transform.rotation = waypointList[nextWaypt].rotation;
        }

        // AI render color = green (!alerted)
        debugRenderer.material.color = Color.green;
    }
Ejemplo n.º 15
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    protected void Awake()
    {
        _navMeshAgent = GetComponent <NavMeshAgent>();
        _animator     = GetComponent <Animator>();
        _enemySight   = GetComponent <EnemySight>();
        _patrolPath   = transform.parent.Find("Patrol Path")?.GetComponent <PatrolPath>();

        StateData = new StateData
        {
            Animator                    = _animator,
            Npc                         = gameObject,
            EnemySight                  = _enemySight,
            PatrolPath                  = _patrolPath,
            NavMeshAgent                = _navMeshAgent,
            WalkSpeed                   = walkSpeed,
            RunSpeed                    = runSpeed,
            AccelerationFactor          = accelerationFactor,
            DecelerationFactor          = decelerationFactor,
            DestinationDistanceAccuracy = destinationDistanceAccuracy,
            IsInDebugMode               = debug,
            IdleAtWaypoint              = idleAtWaypoint,
            MinIdleTime                 = minIdleTime,
            MaxIdleTime                 = maxIdleTime,
            CheckLastKnownPosition      = checkLastKnownPosition
        };

        InitCustomStateMachineData();
    }
Ejemplo n.º 16
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    private Transform player;                                   // Reference to the player's transform.



    void Awake()
    {
        myTransform = transform;
        enemySight  = GetComponent <EnemySight>();
        nav         = GetComponent <NavMeshAgent>();
        player      = GameObject.FindGameObjectWithTag("Player").transform;
    }
Ejemplo n.º 17
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 void Start()
 {
     plyr           = GameObject.FindGameObjectWithTag("Player");
     agent          = GetComponent <NavMeshAgent>();
     enemySightSeal = this.GetComponent <EnemySight>();
     readInPatrol(startingRoom);
 }
 private void Awake()
 {
     m_navAgent = GetComponent <NavMeshAgent>();
     m_navAgent.SetDestination(m_WayPoints[0].position);
     m_EnemySight   = GetComponent <EnemySight>();
     m_PlayerHealth = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerHealth>();
 }
Ejemplo n.º 19
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 private void Awake()
 {
     navMeshAgent = GetComponent <NavMeshAgent>();
     enemySight   = GetComponent <EnemySight>();
     enemyWalk    = GetComponent <EnemyWalk>();
     animator     = spriteObject.GetComponent <Animator>();
 }
Ejemplo n.º 20
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    // void OnCollisionEnter(Collision col) {
    //  if (col.collider.gameObject.isStatic)
    //  {
    //      Destroy(gameObject);
    //      return;
    //  }
    //  else if(col.collider.tag == "Enemy" || col.collider.tag == "Player")
    //  {
    //      if(col.collider.gameObject!=null) {
    //          HP hp = col.collider.gameObject.GetComponent<HP>();
    //          if (hp != null) {
    //              hp.takeHit(getDamage());
    //          }
    //      }
    //      Destroy(gameObject);
    //      return;
    //  }
    // }

    void OnTriggerEnter(Collider col)
    {
        // Dispose object
        if (col.gameObject.isStatic)
        {
            Destroy(gameObject);
            return;
        }
        else if ((col.tag == "Enemy" || col.tag == "Player") && originTag != col.tag)
        {
            if (col.gameObject != null)
            {
                HP hp = col.gameObject.GetComponent <HP>();
                if (hp != null)
                {
                    hp.takeHit(getDamage());
                }

                if (col.tag == "Enemy")
                {
                    EnemySight enemySight = col.gameObject.GetComponentInChildren <EnemySight>();
                    if (enemySight != null)
                    {
                        enemySight.personalLastSighting = originPoint;
                    }
                }
            }
            Destroy(gameObject);
            return;
        }
    }
Ejemplo n.º 21
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    private Transform player; // Reference to the player's transform.

    #endregion Fields

    #region Methods

    void Awake()
    {
        myTransform = transform;
        enemySight = GetComponent<EnemySight>();
        nav = GetComponent<NavMeshAgent>();
        player = GameObject.FindGameObjectWithTag("Player").transform;
    }
Ejemplo n.º 22
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 void Awake()
 {
     enemySight   = GetComponent <EnemySight> ();
     nav          = GetComponent <NavMeshAgent> ();
     player       = GameObject.FindGameObjectWithTag("Player").transform;
     lastSighting = GameObject.FindGameObjectWithTag("GameController").GetComponent <LastPlayerSighting> ();
 }
Ejemplo n.º 23
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 // Use this for initialization
 void Start()
 {
     navAgent  = this.GetComponent <NavMeshAgent>();
     sight     = this.GetComponent <EnemySight>();
     health    = GameObject.FindGameObjectWithTag(Tags.player).GetComponent <PlayerHealth>();
     targetPos = wayPoints[index].position;
 }
Ejemplo n.º 24
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 // Start is called before the first frame update
 void Start()
 {
     navMeshAgent = GetComponent <UnityEngine.AI.NavMeshAgent>();
     enemySight   = GetComponent <EnemySight>();
     enemyWalk    = GetComponent <EnemyWalk>();
     enemyState   = GetComponent <EnemyState>();
     animator     = spriteObject.GetComponent <Animator>();
 }
Ejemplo n.º 25
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 private void Awake()
 {
     enemySight = GetComponent<EnemySight>();
     nav = GetComponent<NavMeshAgent>();
     player = GameObject.FindGameObjectWithTag(Tags.player).transform;
     playerHealth = player.GetComponent<PlayerHealth>();
     lastPlayerSighting = GameObject.FindGameObjectWithTag(Tags.gameConstroller).GetComponent<LastPlayerSighting>();
 }
Ejemplo n.º 26
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    // Update is called once per frame
    void Start()
    {
        mSight = GetComponent<EnemySight>();
        mBehaviouir = new WonderState();
        monkeyAudioSource = GetComponent<AudioSource>();

        damage = new MonkeyDamage( this,materialEffect );
    }
Ejemplo n.º 27
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 void Awake()
 {
     currentStats     = stats;
     enemySight       = transform.GetChild(0).GetComponent <EnemySight>();
     agent            = GetComponent <NavMeshAgent>();
     audioSource      = GetComponent <AudioSource>();
     animObj.wrapMode = WrapMode.Once;
 }
Ejemplo n.º 28
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 // Start is called before the first frame update
 void Start()
 {
     isStuck = false;
     sight   = GetComponent <EnemySight>();
     move    = GetComponent <guardMovement>();
     state   = 0;
     StartCoroutine(isGuardStuck());
 }
Ejemplo n.º 29
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 void Awake()
 {
     enemySight         = GetComponent <EnemySight> ();
     nav                = GetComponent <NavMeshAgent> ();
     player             = GameObject.FindGameObjectWithTag(Tags.player).transform;
     playerHealth       = player.GetComponent <PlayerHealth> ();
     lastPlayerSighting = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <LastPlayerSighting> ();
 }
Ejemplo n.º 30
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    [HideInInspector] public bool _aiActive = true; // We will not update a state if the ai is not active

    // -------------------------------------------------------------------
    // METHOD:      Awake()
    // DESCRIPTION: Caches some global variables, and sets the armoured enemies'
    //              default attack range - I vary this with each instance of the
    //              armoured enemy to give them some varience
    // -------------------------------------------------------------------
    protected void Awake()
    {
        AnimatorController    = GetComponent <Animator>();
        NavAgent              = GetComponent <NavMeshAgent>();
        EnemySightScript      = GetComponentInChildren <EnemySight>();
        Player                = Camera.main.GetComponentInParent <MoveScript>(); // Instead of a manual assign, or using FindObjectOfType, go through the main camera to get the player ref
        ProjectileAttackRange = Random.Range(5.0f, 15.0f);
    }
Ejemplo n.º 31
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 void Awake()
 {
     navMeshAgent = GetComponent <UnityEngine.AI.NavMeshAgent>();
     enemySight   = GetComponent <EnemySight>();
     enemyAttack  = GetComponent <EnemyAttack>();
     animator     = spriteObject.GetComponent <Animator>();
     stats        = GetComponent <Stats>();
 }
Ejemplo n.º 32
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 private void Awake()
 {
     enemySight  = transform.Find("EnemySight").GetComponent <EnemySight>();
     weaponSight = transform.Find("WeaponSight").GetComponent <EnemySight>();
     nav         = GetComponent <NavMeshAgent>();
     animator    = GetComponent <Animator>();
     player      = GameObject.FindGameObjectWithTag("Player");
 }
Ejemplo n.º 33
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 void Awake()
 {
     // Setting up the references.
     enemySight = GetComponent<EnemySight>();
     nav = GetComponent<NavMeshAgent>();
     playerHealth = GameObject.FindGameObjectWithTag(Tags.player).GetComponent<PlayerHealth>();
     lastPlayerSighting = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<LastPlayerSighting>();
 }
    void  Awake()
    {
        character = motor.transform;
        player    = GameObject.FindWithTag("Player").transform;
        ai        = transform.parent.GetComponentInChildren <AI> ();

        lastPlayerSighting = GameObject.FindGameObjectWithTag("GameController").GetComponent <DoneLastPlayerSighting>();
        enemySight         = GetComponent <EnemySight>();
    }
Ejemplo n.º 35
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 void Awake()
 {
     // Setting up the references.
     enemyState = EnemyState.IDLE;
     enemySight = GetComponent<EnemySight>();
     nav = GetComponent<NavMeshAgent>();
     player = GameObject.Find("Player").GetComponent<Player>();
     animator = GetComponentInChildren<Animator>();
 }
Ejemplo n.º 36
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 void Awake()
 {
     navAgent                = GetComponent <NavMeshAgent>();
     navAgent.destination    = wayPoints[index].position;//导航的目标位置
     navAgent.updatePosition = false;
     navAgent.updateRotation = false;
     sight  = GetComponent <EnemySight>();
     health = GameObject.FindGameObjectWithTag(Tags.player).GetComponent <PlayerHealth>();
 }
Ejemplo n.º 37
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    private int wayPointIndex;                          // A counter for the way point array.


    void Awake()
    {
        // Setting up the references.
        enemySight         = GetComponent <EnemySight>();
        nav                = GetComponent <UnityEngine.AI.NavMeshAgent>();
        player             = GameObject.FindGameObjectWithTag(Tags.player).transform;
        playerHealth       = player.GetComponent <PlayerHealth>();
        lastPlayerSighting = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <LastPlayerSighting>();
    }
Ejemplo n.º 38
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 void Awake()
 {
     // Setting up the references.
     animator = GetComponent<Animator>();
     playerMovement = GetComponent<PlayerMovement>();
     hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<HashIDs>();
     enemy = GameObject.FindGameObjectWithTag (Tags.enemy);
     secondPlayerCamera = GameObject.FindGameObjectWithTag (Tags.secondPlayerCamera);
     enemySight = enemy.GetComponent<EnemySight> ();
 }
Ejemplo n.º 39
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        private int wayPointIndex; // A counter for the way point array.

        #endregion Fields

        #region Methods

        void Awake()
        {
            // Setting up the references.
            enemySight = GetComponent<EnemySight>();
            navMeshAgent = GetComponent<NavMeshAgent>();
            player = GameObject.FindGameObjectWithTag(Tags.player).transform;
            playerHealth = player.GetComponent<PlayerHealth>();
            lastPlayerSighting = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<LastPlayerSighting>();
            bulletShooting = GameObject.FindGameObjectsWithTag("EnemyBullet");
        }
Ejemplo n.º 40
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 void Awake()
 {
     // Setting up the references.
     enemySight = GetComponent<EnemySight>();
     nav = GetComponent<NavMeshAgent>();
     player = GameObject.FindGameObjectWithTag("Player").transform;
     playerHealth = player.GetComponent<PlayerHealth>();
     lastPlayerSighting = GameObject.FindGameObjectWithTag("GameController").GetComponent<LastPlayerSighting>();
     positionReset = this.transform.position;
 }
Ejemplo n.º 41
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	void Awake () {
		enemySight = GetComponent<EnemySight>();
		playerHealth = player.GetComponent<PlayerHealth>();
		nav = GetComponent<NavMeshAgent>();
		enemyHealth = GetComponent<EnemyHealth>();
		waitTilNextFire = 0;
		anim = GetComponent<Animator>();
		wayPointIndex = roamingWaypoints.Length;
		firstSighting = true;
	}
Ejemplo n.º 42
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	void Awake ()
	{
		// Setting up the references.
		enemySight = GetComponent<EnemySight>();
        eAnimator = GetComponent<Animator>();
        Grid.EventHub.EnemyHit += onEnemyHit;
        //nav = GetComponent<NavMeshAgent>(); 
        ////players = GameObject.FindGameObjectsWithTag(Tags.Player);
        //mesh = GetComponentInChildren<MeshRenderer>();
	}
Ejemplo n.º 43
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    private int wayPointIndex; // A counter for the way point array.

    #endregion Fields

    #region Methods

    void Awake()
    {
        // Setting up the references.
        enemySight = GetComponent<EnemySight>();
        enemyAnimation = GetComponent<EnemyAnimation>();
        nav = GetComponent<NavMeshAgent>();
        player = GameObject.Find("N40").transform;
        playerHealth = player.GetComponent<PlayerHealth>();
        lastPlayerSighting = GameObject.Find("gameController").GetComponent<LastPlayerSighting>();
    }
Ejemplo n.º 44
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 void Awake() {
     enemySight = GetComponent<EnemySight>();
     nav = GetComponent<NavMeshAgent>();
     lastPlayerSighting = GameObject.FindGameObjectWithTag("GameController").GetComponent<LastPlayerSighting>();
     player = GameObject.FindGameObjectWithTag("Player").transform;
     playerHealth = player.GetComponent<PlayerHealth>();
     playerMovement = player.GetComponent<Char_Movement>();
     anim = animObj.GetComponent<Animator>();
     audio = GetComponent<AudioSource>();
     enemAttack = transform.Find("SmackZone").gameObject.GetComponent<EnemyAttack>();
 }
    void Awake()
    {
        character = motor.transform;
        player = GameObject.FindWithTag ("Player").transform;
        ai = transform.parent.GetComponentInChildren<AI> ();
        if (blinkComponents.Length != 0)  // FIX HERE changed from 'if (!blinkComponents.Length)'
        blinkComponents = transform.parent.GetComponentsInChildren<SelfIlluminationBlink> ();

        lastPlayerSighting = GameObject.FindGameObjectWithTag("GameController").GetComponent<DoneLastPlayerSighting>();
        enemySight = GetComponent<EnemySight>();
    }
Ejemplo n.º 46
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 private void Awake()
 {
     // Setting up the references.
     _player = GameObject.FindGameObjectWithTag("Player").transform;
     _playerScore = _player.GetComponent<PlayerScore>();
     _animator = GetComponent<Animator>();
     _playerHealth = _player.GetComponent<PlayerHealth>();
     enemySight = GetComponent<EnemySight>();
     nav = GetComponent<NavMeshAgent>();
     lastPlayerSighting = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<LastPlayerSighting>();
 }
Ejemplo n.º 47
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    private int wayPointIndex; // A counter for the way point array.

    #endregion Fields

    #region Methods

    void Awake()
    {
        // Setting up the references.
        enemySight = GetComponent<EnemySight>();
        nav = GetComponent<NavMeshAgent>();
        player = player.transform;
        playerHealth = player.GetComponent<TankLife>();
        lastPlayerSighting = GetComponent<LastPlayerSighting> ();
        enemyHealth = GetComponent<TankLife> ();
        //canonDirection = GetComponent<rotateEnemyCanon> ();
        //lastPlayerSighting = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<LastPlayerSighting>(); //?
    }
Ejemplo n.º 48
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    void Awake()
    {
        player = GameObject.FindGameObjectWithTag(Tags.player).transform;
        enemySight = GetComponent<EnemySight>();
        navMeshAgent = GetComponent<NavMeshAgent>();
        anim = GetComponent<Animator>();
        hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<HashIDs>();

        navMeshAgent.updateRotation =false;
        animSetup = new AnimatorSetup(anim, hash);

        deadZone *= Mathf.Deg2Rad;
    }
Ejemplo n.º 49
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 void Awake()
 {
     // Setting up the references.
     enemySight = GetComponent<EnemySight>();
     //enemy = GameObject.FindGameObjectWithTag("enemy");
     nav = GetComponent<NavMeshAgent>();
     player = GameObject.FindGameObjectWithTag("Player").transform;
     //playerHealth = player.GetComponent<PlayerHealth>();
     lastPlayerSighting = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<LastPlayerSighting>();
     myAnimator = GetComponent<Animator>();
     Detected = false;
     running = false;
 }
Ejemplo n.º 50
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    private PlayerScore PlayerScore; // for the reference of the playerscore script

    void Awake()
    {
        PlayerScore = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerScore>(); //reference to the playerscore script
<<<<<<< HEAD
        //enemySight = GameObject.FindGameObjectWithTag("Enemy").GetComponent<EnemySight>(); //only works, if there is just one player
=======
        enemySight = GameObject.FindGameObjectWithTag("Enemy").GetComponent<EnemySight>(); //only works, if there is just one player
>>>>>>> dd5711ced731f99b586cb33f83b71c58174c8409
        scoreCounter = GameObject.FindGameObjectWithTag("scoreCounter");   //find the scoreCounter gameObject
        scoreText = scoreCounter.GetComponent<Text>();                     //get the Text compnent of that gameobject
        if (NameOfScene != "StartScreen") //this does not work as I want it to.
        {
            Reset();
        }//reset it at the start of the level
    }
Ejemplo n.º 51
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    void Awake()
    {
        navMeshAgent = GetComponent<NavMeshAgent>();
        anim = GetComponent<Animator>();
        animSetup = new AnimatorSetup(anim, hash);
        enemySight = GetComponent<EnemySight>();
        enemyHealth = GetComponent<EnemyHealth>();
        player = GameObject.FindGameObjectWithTag("Player").transform;

        //INITIALIZING THE PATROLLING
        currentWaypointIndex = 0;
        navMeshAgent.destination = waypoints[currentWaypointIndex].position;
        anim.SetFloat("Speed", patrollingSpeed * patrolSpeedRatio);
        navMeshAgent.speed = patrollingSpeed;
        previousNavMeshDestination = Vector3.zero;
    }
    protected override void Awake()
    {
        base.Awake();

        // Setting up the references.
        enemySight = GetComponent<EnemySight>();
        nav = GetComponent<NavMeshAgent>();
        player = (PlayerController)FindObjectOfType(System.Type.GetType("PlayerController"));
        shooting = false;
        waysNetwork = null;
        patrolWayPoints = new Vector3[0];

        // Animations
        hashIDs = GetComponent<EnemyHashIDs>();
        anim = GetComponentInChildren<Animator>();
        anim.SetLayerWeight(0,1f);
    }
Ejemplo n.º 53
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    void Awake()
    {
        player = GameObject.FindGameObjectWithTag(Tags.player).transform;
        enemySight = GetComponent<EnemySight>();
        nav = GetComponent<NavMeshAgent>();
        anim = GetComponent<Animator>();
        hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<HashIDs>();

        nav.updateRotation = false; //To make sure that the rotation of the enemy is set by the animator and not by the nav mesh agent - To reduce foot slipping whilst turning corners

        animSetup = new AnimatorSetup(anim, hash);

        anim.SetLayerWeight(1, 1f); //Shooting Layer
        anim.SetLayerWeight(2, 1f); //Gun Layer

        deadZone *= Mathf.Deg2Rad; //Convert from degrees to radians
    }
Ejemplo n.º 54
0
    void Awake()
    {
        //referencing scripts
        player = GameObject.FindGameObjectWithTag("Player").transform;
        enemySight = GetComponent<EnemySight>();
        nav = GetComponent<NavMeshAgent>();
        anim = GetComponent<Animator>();
        hash = GameObject.FindGameObjectWithTag("gameController").GetComponent<HashIDs>();
        EnemyAI = GetComponent<enemyAI>();

<<<<<<< HEAD
        nav.updateRotation = false;                //make sure the rotation is controlled by mecanim
        animSetup = new AnimatorSetup(anim, hash); //creating an instance of the AnimatorSetu class and calling it´s constructor
        deadZone += Mathf.Deg2Rad;                 //convert the angle for the deadzone from degrees to radiants
=======
        nav.updateRotation = false; //make sure the rotation is controlled by mecanim
        animSetup = new AnimatorSetup(anim, hash); //creating an instance of the AnimatorSetu class and calling it´s constructor
        deadZone += Mathf.Deg2Rad;   //convert the angle for the deadzone from degrees to radiants
>>>>>>> dd5711ced731f99b586cb33f83b71c58174c8409
    }
Ejemplo n.º 55
0
    private Transform player; // Reference to the player's transform.

    #endregion Fields

    #region Methods

    void Awake()
    {
        // Setting up the references.
        player = GameObject.Find("N40").transform;
        enemySight = GetComponent<EnemySight>();
        nav = GetComponent<NavMeshAgent>();
        anim = GetComponent<Animator>();

        // Making sure the rotation is controlled by Mecanim.
        nav.updateRotation = false;

        // Creating an instance of the AnimatorSetup class and calling it's constructor.
        animSetup = new AnimatorSetup(anim);

        // Set the weights for the shooting and gun layers to 1.
        anim.SetLayerWeight(1, 1f);
        anim.SetLayerWeight(2, 1f);

        // We need to convert the angle for the deadzone from degrees to radians.
        deadZone *= Mathf.Deg2Rad;
    }
Ejemplo n.º 56
0
    public void handleView( EnemyMachine controller, EnemySight mSight )
    {
        //need initial escape destination.
        if( !fire ){
            SoundManager.Instance.playIndieSingle( controller.monkeyAudioSource, controller.monkeyAudioClips[1] );
            controller.doAgentMove();
            fire = true;

        }
        else{
            //caculate if destiniation need regenerate.
            float distanceToDest = Vector3.Distance( controller.transform.position, oldTarget);
            if( distanceToDest < 1f ){
                controller.doAgentMove();
            }
        }

        if( !mSight.enemyView.PlayerAround && mSight.enemyView.leaveTime > 0){
            if(Mathf.FloorToInt(Time.time) - mSight.enemyView.leaveTime > 3 )
            controller.mBehaviouir = new SuspiciousState( oldTarget );
        }
        //Debug.Log("State :  EscapeState");
    }
Ejemplo n.º 57
0
    // Update is called once per frame
    void Update()
    {
        // set walking boolean for OnAnimatorMove function
        if (navMesh.hasPath) {
            walking = true;
        } else {
            walking = false;
        }

        //Check sight component to refresh state of playerInSight and alert status
        vision = gameObject.GetComponent<EnemySight> ();

        // Movement Decision tree
        // if not alerted, patrol
        if (vision.alerted == false){
            Patrol();
            //speechbubble.SetActive(false);
        }
        else {
            // if alerted and player is visibile, attack
            if(vision.playerInSight){
                //if player is in sight, attack
                //speechbubble.SetActive(true);
                anim.SetBool("InSight", true);
                Attack ();
            }
            // if alerted and player is not visible, search last known location
            else{
                // if player is not in sight (but guard is alarmed), chase and search
                anim.SetBool("InSight", false);
                Search ();
            }
        }
    }
    void Awake()
    {
        character = motor.transform;
        player = GameObject.FindWithTag ("Player").transform;
        ai = transform.parent.GetComponentInChildren<AI> ();

        lastPlayerSighting = GameObject.FindGameObjectWithTag("GameController").GetComponent<DoneLastPlayerSighting>();
        enemySight = GetComponent<EnemySight>();
    }
Ejemplo n.º 59
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    void Start()
    {
        // Cache references to other scripts/components
        vision = gameObject.GetComponent<EnemySight> ();
        anim = GetComponent<Animator> ();
        alertAI = GetComponent<GuardAI> ();
        navMesh = gameObject.GetComponent<NavMeshAgent>();
        player = GameObject.FindWithTag ("Player");

        // initialise starting patrol points to 0 index
        nextIndex = 0;
        alertIndex = 0;

        // Compile array of waypoints for guard to patrol
        patrolRoute = new Vector3[4]
        {
            point1.transform.position,
            point2.transform.position,
            point3.transform.position,
            point2.transform.position
        };

        // Ditto, for the extra points to patrols when alerted
        alertRoute = new Vector3[4]{
            A_point1.transform.position,
            A_point2.transform.position,
            A_point3.transform.position,
            A_point2.transform.position,
            //point1.transform.position,
            //point2.transform.position,
            //point3.transform.position
        };

        // start patrolling at walking speed
        navMesh.SetDestination (patrolRoute[nextIndex]);
        anim.SetFloat ("Speed", 1.0f);
    }
Ejemplo n.º 60
0
    // Use this for initialization
    void Start()
    {
        //Field of View Script / Player Detection
        enemySight = GetComponent<EnemySight>();

        //Nav Mesh agent sets up the mesh that our characters can move on.
        nav = GetComponent<NavMeshAgent>();

        //autobraking causes the character to pause before each waypoint
        nav.autoBraking = false;

        //char references
        player = GameObject.Find("Player");
        enemy = GameObject.Find("Enemy");

        //Set the first waypoint
        wayPointIndex = 0;
        //Get the list of waypoint objects.
        wayPoints = GameObject.FindGameObjectsWithTag("CyclopsWaypoint");
    }