Inheritance: UnityEngine.Behaviour
Ejemplo n.º 1
1
 // Use this for initialization
 void Start()
 {
     rb     = GetComponent <Rigidbody>();
     target = PlayerManager.instance.player.transform;
     agent  = GetComponent <UnityEngine.AI.NavMeshAgent>();
     agent.stoppingDistance = stopDistanceConfig.stoppingDistance;
 }
Ejemplo n.º 2
0
 void Start()
 {
     agent       = GetComponent <NavMeshAgent>();
     player      = GameObject.FindWithTag("Player").transform;
     manager     = GameObject.FindWithTag("manager");
     enemyHealth = 20 + Mathf.RoundToInt(manager.GetComponent <gameManager>().roundCount * 1.5f);
 }
Ejemplo n.º 3
0
 void Start()
 {
     agent = GetComponent <UnityEngine.AI.NavMeshAgent>();
     agent.SetDestination(Target_Trans.position);
     agent.isStopped = false;
     Debug.Log("" + Target_Trans.position);
 }
Ejemplo n.º 4
0
 private void Awake()
 {
     _player       = GameObject.FindGameObjectWithTag("Player").transform;
     _playerHealth = _player.GetComponent <PlayerHealth>();
     _enemyHealth  = GetComponent <EnemyHealth>();
     _nav          = GetComponent <NavMeshAgent> ();
 }
 //---------------------------------------------
 public void init()
 {
     _agent = gameObject.GetComponent <UnityEngine.AI.NavMeshAgent>();
     PERTO_MAS_DIALOGO_SER_POSSIVEL = agent.radius * 1.25f;
     RAIO  = _agent.radius;// * transform.localScale.x;
     layer = LayerMask.NameToLayer("Gajos");
 }
Ejemplo n.º 6
0
 void Start()
 {
     this.nma = this.GetComponent <UnityEngine.AI.NavMeshAgent>();
     this.nma.updatePosition = false;
     this.p        = GameObject.FindWithTag("Player");
     this.animator = this.GetComponent <Animator>();
 }
Ejemplo n.º 7
0
    // Use this for initialization
    void Start()
    {
        GameObject[] bounds;

        bounds = GameObject.FindGameObjectsWithTag("fieldBound");
        if (bounds [0].transform.position.x < bounds [1].transform.position.x)
        {
            _xMin = bounds [0].transform.position.x;
            _xMax = bounds [1].transform.position.x;
            _zMin = bounds [0].transform.position.z;
            _zMax = bounds [1].transform.position.z;
        }
        else
        {
            _xMin = bounds [1].transform.position.x;
            _xMax = bounds [0].transform.position.x;
            _zMin = bounds [1].transform.position.z;
            _zMax = bounds [0].transform.position.z;
        }


        _goalLocations = GameObject.FindGameObjectsWithTag("goal");
        _agent         = this.GetComponent <UnityEngine.AI.NavMeshAgent>();
        _agent.SetDestination(_goalLocations[Random.Range(0, _goalLocations.Length)].transform.position);
        _anim         = this.GetComponent <Animator> ();
        _speedMult    = Random.Range(0.1f, 1.5f);
        _agent.speed *= _speedMult;
        if (_anim != null)
        {
            _anim.SetFloat("wOffset", Random.Range(0, 1));
            _anim.SetTrigger("isWalking");
            _anim.SetFloat("speedMult", _speedMult);
        }
    }
Ejemplo n.º 8
0
    public virtual void Slide(Vector3 amount, float time = .5f)
    {
        if (slideButton)
        {
            return;
        }

        slideButton = true;

        if (navMeshAgent == null)
        {
            navMeshAgent = gameObject.GetComponent <NavMeshAgent>();
        }

        // off while we slide
        navMeshAgent.StopAgent();

        sliding = true;

        lastSlideTime        = Time.time;
        lastSlideStartHeight = transform.position.y;
        lastSlideButtonTime  = -10;

        CancelInvoke("SlideStop");
        Invoke("SlideStop", time);
    }
 void Start()
 {
     agent = GetComponent <NavMeshAgent>();
     agent.SetDestination(finalDestination.position);
     agent.speed = 3;
     ChangeSpeed();
 }
Ejemplo n.º 10
0
    /////////////////////////////////////////////////////////
    //////////////////  INITIALIZATION  /////////////////////
    /////////////////////////////////////////////////////////

    void Start()
    {
        // Register the unit's components
        anim = transform.GetChild(0).gameObject.GetComponent <Animator>();
        if (anim == null)
        {
            anim = GetComponent <Animator>();
        }
        agent        = gameObject.GetComponent <UnityEngine.AI.NavMeshAgent>();
        source       = GetComponent <AudioSource>();
        unitCollider = GetComponent <Collider>();

        // Initialize things
        health = startingHealth;
        agent.updateRotation = true;
        enemySearchLayer     = LayerMask.GetMask("Allies");
        allyLayers           = LayerMask.GetMask("Allies");
        enemyLayers          = LayerMask.GetMask("Enemies");
        if (isAlly)
        {
            enemySearchLayer = enemyLayers;
        }
        else
        {
            enemySearchLayer = allyLayers;
        }
    }
Ejemplo n.º 11
0
    void Start()
    {
        candidate    = new List <GameObject>();
        agent        = GetComponent <UnityEngine.AI.NavMeshAgent>();
        gos          = (GameObject[])FindObjectsOfType(typeof(GameObject));
        textToSpeech = GetComponent <TextToSpeech>();
        //gos = GameObject.FindGameObjectsWithTag("objects");
        navMeshPath   = new NavMeshPath();
        cur_position  = Camera.main.transform.position;
        last_position = Camera.main.transform.position;
        //VPACAM = GameObject.Find("VPACAM");


        //for (int i = 0; i < gos.Length; i++)
        //{
        //    Debug.Log(gos[i].name);
        //}

        /*
         * dictation.DictationResult += (text, medium) =>
         * {
         * isDoingCov = true;
         * myListner(myInput);
         * };
         *
         * myInput.onEndEdit.AddListener(delegate {
         * isDoingCov = true;
         * myListner(myInput);
         * });*/
    }
Ejemplo n.º 12
0
            private IEnumerator SetAgentColliderSize()
            {
                yield return(new UE.WaitForFixedUpdate());

                var localBounds = skinMeshRenderer.localBounds;
                var bounds      = skinMeshRenderer.bounds;
                var radius      = UE.Mathf.Min(bounds.extents.x, bounds.extents.z);

                capsuleCollider.radius = radius;
                capsuleCollider.height = bounds.size.y;
                var center = capsuleCollider.center;

                center.y = bounds.extents.y;
                capsuleCollider.center = center;

                navMeshAgent = gameObject.GetComponent <UEAI.NavMeshAgent>();
                if (navMeshAgent == null)
                {
                    navMeshAgent = gameObject.AddComponent <UEAI.NavMeshAgent>();
                }

                const float agentMarginRatio = 1.5f;

                navMeshAgent.radius = radius * agentMarginRatio;
                navMeshAgent.height = capsuleCollider.height;
                navMeshAgent.obstacleAvoidanceType   = UEAI.ObstacleAvoidanceType.MedQualityObstacleAvoidance;
                navMeshAgent.avoidancePriority       = AvoidancePriorityNumber++;
                navMeshAgent.autoBraking             = true;
                navMeshAgent.autoRepath              = true;
                navMeshAgent.autoTraverseOffMeshLink = false;

                yield return(null);
            }
Ejemplo n.º 13
0
 void Awake()
 {
     player       = GameObject.FindGameObjectWithTag("Player").transform;
     playerHealth = player.GetComponent <PlayerHealth> ();
     enemyHealth  = GetComponent <EnemyHealth> ();
     nav          = GetComponent <NavMeshAgent> ();
 }
Ejemplo n.º 14
0
 // Start is called before the first frame update
 void Start()
 {
     anim            = GetComponent <Animator>();
     vivo            = true;
     agent           = GetComponent <NavMeshAgent>();
     playerTransform = player.transform;
 }
Ejemplo n.º 15
0
 void Awake()
 {
     if (navMeshAgent == null)
     {
         navMeshAgent = GetComponent <NavMeshAgent>();
     }
 }
 // Use this for initialization
 void Start()
 {
     agent = this.GetComponent <UnityEngine.AI.NavMeshAgent>();
     anim  = GetComponent <Animator>();
     anim.SetBool("isWalking", true);
     PickGoalLocation();
 }
Ejemplo n.º 17
0
 // Start is called before the first frame update
 void Start()
 {
     agent     = gameObject.GetComponent <UnityEngine.AI.NavMeshAgent>();
     inPursuit = false;
     OrganismStart();
     Wander();
 }
Ejemplo n.º 18
0
    public virtual void Jump(float duration)
    {
        if (jumpButton)
        {
            return;
        }

        jumpButton = true;

        if (navMeshAgent == null)
        {
            navMeshAgent = gameObject.GetComponent <UnityEngine.AI.NavMeshAgent>();
        }

        // off while we jump
        navMeshAgent.StopAgent();

        jumping             = true;
        jumpingReachedApex  = false;
        lastJumpTime        = Time.time;
        lastJumpStartHeight = transform.position.y;
        touchWallJumpTime   = -1;
        lastJumpButtonTime  = -10;

        CancelInvoke("JumpStop");
        Invoke("JumpStop", duration);
    }
Ejemplo n.º 19
0
 void Start()
 {
     _navMeshAgent = this.GetComponent <UnityEngine.AI.NavMeshAgent>();
     if (_navMeshAgent == null)
     {
         Debug.LogError("Nav mesh not attached to" + gameObject.name);
     }
     else
     {
         GameObject [] collectibles = GameObject.FindGameObjectsWithTag("CollectiblesTag");
         GameObject [] boatPosition = GameObject.FindGameObjectsWithTag("BoatTag");
         targets = new Transform[collectibles.Length + 1];
         for (int x = 0; x < collectibles.Length; x++)
         {
             targets[x] = collectibles[x].transform;
         }
         targets[collectibles.Length] = boatPosition[0].transform;
         if (collectibles.Length < 1)
         {
             Debug.Log("None available positions");
         }
         else
         {
             _navMeshAgent.destination = targets[i].position;
         }
     }
 }
Ejemplo n.º 20
0
    void Update()
    {
        // Nav Mesh Stuff

        Move = GetComponent <UnityEngine.AI.NavMeshAgent>();
        Move.SetDestination(Player.transform.position);


        // Make Sure The Enemy Is Facing The Player

        transform.LookAt(Player);

        // Registering Player Score

        Total = ScoreCounter1.Coop + ScoreCounter2.Coop + ScoreCounter3.Coop +
                ScoreCounter4.Coop + ScoreCounter5.Coop;


        // Movement Speed Increasing Based On Player Score

        if (Total > 799)
        {
            Move.speed = .3f;
        }

        if (Total > 1399)
        {
            Move.speed = .6f;
        }

        if (Total > 1999)
        {
            Move.speed = 1.1f;
        }
    }
Ejemplo n.º 21
0
 void Start()
 {
     anim  = GetComponent <Animator> ();
     agent = GetComponent <UnityEngine.AI.NavMeshAgent> ();
     // Don’t update position automatically
     agent.updatePosition = false;
 }
 //public GameObject shot;
 //public Transform shotTransform;
 // Start is called before the first frame update
 void Start()
 {
     agent             = GetComponent <NavMeshAgent>();
     agent.destination = waypoint.transform.position;
     sightCollider     = GetComponent <SphereCollider>();
     stateMachine.ChangeState(new State_Patrol(this));
 }
        private void Start()
        {
            EventManager.instance.events[EVENT_TYPES.COMBAT_START].AddListener(StartCombat);
            currentAIMode    = AIMode.Passive;
            audioSource      = GetComponent <AudioSource>();
            player           = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform>();
            agent            = this.GetComponent <UnityEngine.AI.NavMeshAgent>();
            animator         = this.transform.GetChild(0).GetComponent <Animator>();
            coverPointManger = FindObjectOfType <CoverPointManager>();
            collider         = this.transform.GetChild(0).GetComponent <CapsuleCollider>();
            animator.SetBool("IsShooting", false);
            dead = false;
            initialColliderHeight = collider.height;

            AllyControl[] targets = FindObjectsOfType <AllyControl>();
            foreach (AllyControl ac in targets)
            {
                if (ac.Alive)
                {
                    targetsTransform.Add(ac.transform);
                }
            }

            targetsTransform.Add(player);
        }
Ejemplo n.º 24
0
    // Use this for initialization
    void Start()
    {
        initialPos = transform.position;

        initialDir = transform.rotation;

        Players = GameObject.FindGameObjectsWithTag("Player");

        int i = 0;

        while (i < Players.Length && !Players[i].activeSelf)
        {
            i++;
        }
        Player = Players[i].transform;

        isFocused = false;

        audio = Players[0].GetComponent <AudioSource>();

        nav = GetComponent <NavMeshAgent>();

        anim    = GetComponent <Animator>();
        fireuse = 0f;
    }
Ejemplo n.º 25
0
        //------------------------------------
        // Methods
        //------------------------------------

        private void Start()
        {
            TargetAimDecal.gameObject.SetActive(false);

            agent        = GetComponent <UnityEngine.AI.NavMeshAgent>();
            lineRenderer = GetComponent <LineRenderer>();
        }
Ejemplo n.º 26
0
    public void backAI2()
    {
        if (tairyoku <= 0)
        {
            if (!soundcheck)
            {
                audioSource.PlayOneShot(KillSounds);
                soundcheck = true;
                tairyoku2.ScoreCount();
            }

            audioSource.PlayOneShot(KillSounds);

            AIDown.DeathAnim();

            //  Debug.Log(transform.name + tairyoku +"backAI");
            RigthtArm.localRotation = Quaternion.Euler(80, -50, RigthtArm.localRotation.z);
            LeftArm.localRotation   = Quaternion.Euler(-50, 50, LeftArm.localRotation.z);
            RArmUPER2.localRotation = Quaternion.Euler(0, RArmUPER2.localRotation.y, 0);

            UnityEngine.AI.NavMeshAgent agent = GetComponent <UnityEngine.AI.NavMeshAgent>();

            Debug.Log("AINav");

            agent.destination = StartPoint.position;//startPoint Restart
            if (deathNo == 0)
            {
                this.GetComponent <TacticalAI.TargetScript>().ChangeTeamID();
                this.GetComponent <TacticalAI.TargetScript>().RemoveMine();
                deathNo += 1;
            }
        }
    }
Ejemplo n.º 27
0
    // Use this for initialization
    void Awake()
    {
        attackType = (int)specialAttackType;

        chase   = new NodeChase(this);
        attack  = new NodeAttack(this);
        stunned = new NodeStunned(this);
        melee   = new NodeAttackMelee(this);
        if (attackType == (int)SpecialAttackType.Lunge)
        {
            special = new NodeSpecialAttackLunge(this);
        }
        if (attackType == (int)SpecialAttackType.Ranged)
        {
            special = new NodeSpecialAttackRanged(this);
        }
        if (attackType == (int)SpecialAttackType.DoubleShot)
        {
            special = new NodeSpecialAttackRangedDouble(this);
        }

        npcNav = GetComponent <NPCNavigation>();
        if (npcNav == null)
        {
            npcNav = transform.parent.GetComponent <NPCNavigation>();
        }

        navMeshAgent = GetComponent <NavMeshAgent>();
        if (navMeshAgent == null)
        {
            navMeshAgent = transform.parent.GetComponent <NavMeshAgent>();
        }

        targets = new Transform[2];
    }
Ejemplo n.º 28
0
    //private Vector3 previousSighting;

    void Awake()
    {
        nav          = GetComponent <NavMeshAgent>();
        player       = GameObject.FindGameObjectWithTag("Player");
        playerHealth = player.GetComponent <PlayerHealth>();
        anim         = GetComponent <Animator>();
    }
Ejemplo n.º 29
0
    public void checkAnimation()
    {
        if (Vector3.Distance(player.position, this.transform.position) < distance)
        {
            Vector3 direction = player.position - this.transform.position;
            direction.y = 0;

            this.transform.rotation = Quaternion.Slerp(this.transform.rotation, Quaternion.LookRotation(direction), 0.1f);

            anim.SetInteger("moving", 0);
            nav           = GetComponent <NavMeshAgent>();
            nav.isStopped = true;

            if (direction.magnitude < 15)
            {
                nav           = GetComponent <NavMeshAgent>();
                nav.isStopped = false;
                anim.SetBool("attack", false);
                anim.SetBool("trick", true);
                anim.SetInteger("moving", 1);
                nav.SetDestination(player.position);
            }

            if (direction.magnitude < 5)
            {
                nav           = GetComponent <NavMeshAgent>();
                nav.isStopped = true;
                anim.SetInteger("moving", 0);
                anim.SetBool("attack", true);
            }
        }
    }
Ejemplo n.º 30
0
    void Start()
    {
        //get the navmesh
        agent = GetComponent <NavMeshAgent> ();

        //set a first random timer for random wandering
        timer = Random.Range(wanderTimerMin, wanderTimerMax);
    }
 public Node_MoveTo_With_Avoid(UnityEngine.AI.NavMeshAgent agent)
 {
     m_agent = agent;
 }
Ejemplo n.º 32
0
 // Use this for initialization
 void Start()
 {
     agent = gameObject.GetComponent<UnityEngine.AI.NavMeshAgent> ();
 }
 //temp-----------------------------
 public Node_MoveTo_With_Avoid(UnityEngine.AI.NavMeshAgent agent, Vector3 loc)
 {
     m_agent = agent;
     SetDestination(loc);
 }
Ejemplo n.º 34
0
    void Start()
    {
        player = GameObject.FindGameObjectWithTag (Tags.player);
        agent = player.GetComponent<UnityEngine.AI.NavMeshAgent>();

        gba = player.GetComponent<BasicGBA>();
        sbgba = player.GetComponent<StateBasedGBA>();
        mbgba = player.GetComponent<MemoryBasedGBA>();
        ebgba = player.GetComponent<ExplorationBasedGBA>();
        uba = player.GetComponent<UBA>();
    }
 public Node_Align(UnityEngine.AI.NavMeshAgent agent)
 {
     m_agent = agent;
     SetDirection(m_agent.destination);
 }
 public override void Initialize(BaseDynamicModel model)
 {
     base.Initialize(model);
     navMeshAgent = model.GetView().GetGameObject().GetComponent<NavMeshAgent>();
 }