Example #1
0
    private void GoTowardsEnemy()
    {
        float distanceToClosestEnemy = Mathf.Infinity;
//        Debug.Log(TargetingArea.instance);
        List <AIDriver> Enemies      = RM.InRange;
        AIDriver        closestEnemy = null;

        //go through the list of enemys to find the closest en
        //Enemy[] allEnemies = GameObject.FindObjectsOfType<Enemy>();

        foreach (AIDriver currentEnemy in Enemies)
        {
            if (currentEnemy != null)
            {
                float distanceToEnemy = (currentEnemy.transform.position - this.transform.position).sqrMagnitude;
                if (distanceToEnemy < distanceToClosestEnemy)
                {
                    distanceToClosestEnemy = distanceToEnemy;
                    closestEnemy           = currentEnemy;
                }
            }
        }
        if (closestEnemy != null)
        {
            lookOnLook         = Quaternion.LookRotation(closestEnemy.transform.position - transform.position);
            transform.rotation = Quaternion.Slerp(transform.rotation, lookOnLook, Time.deltaTime * turnSpeed);
            if (boostTime)
            {
                rb.AddForce(transform.forward * boost, ForceMode.Force);
            }
        }
    }
Example #2
0
    void FixedUpdate()
    {
        GameObject newFollowing = null;

        if (CheckIfFollowingDriver(out newFollowing))
        {
            if (following != newFollowing && newFollowing != null)
            {
                if (followingAiDriver != null)
                {
                    followingAiDriver.aiSettings.targetSqrSpeed = targetSpeedbefore;
                }

                following         = newFollowing;
                followingAiDriver = following.GetComponent <AIDriver>();
                targetSpeedbefore = followingAiDriver.aiSettings.targetSqrSpeed;

                SetDraftingMarker();
            }

            ApplyDrag();
        }
        else
        {
            following = null;
            followingIndicator.SetActive(false);
        }
    }
        void Awake()
        {
            IEngine solidFuel   = new SolidFuelEngine();
            IDriver humanDriver = new HumanDriver();

            SaturnV_player.SetEngine(solidFuel);
            SaturnV_player.SetDriver(humanDriver);
            SaturnV_player.StartEngine();

            IEngine hybridFuel = new HybridEngine();
            IDriver ET         = new AIDriver();

            Mercury_AI.SetEngine(hybridFuel);
            Mercury_AI.SetDriver(ET);
            Mercury_AI.StartEngine();

            IEngine liquidFuel = new LiquidFuelEngine();
            IDriver ElonMusk   = new AIDriver();

            FalconHeavy_AI.SetEngine(liquidFuel);
            FalconHeavy_AI.SetDriver(ElonMusk);
            FalconHeavy_AI.StartEngine();

            IEngine ionEngine = new IonEngine();
            IDriver AI        = new AIDriver();

            Antares_AI.SetEngine(ionEngine);
            Antares_AI.SetDriver(AI);
            Antares_AI.StartEngine();
        }
Example #4
0
 public override void GetEnemies(AIDriver driver, int maxEnemies, ICollection <ShipController> outEnemiesResult)
 {
     if (driver.ship.offenders.Count > 0)
     {
         outEnemiesResult.Add(driver.ship.offenders.WithMin(s => (s.ship.tempTransform.position - driver.shipPosition).sqrMagnitude).ship);
     }
 }
        // Start is called before the first frame update
        void Awake()
        {
            IEngine jetEngine = new JetEngine();
            IDriver human     = new HumanDriver();

            playerBike.SetEngine(jetEngine);
            playerBike.SetDriver(human);
            playerBike.StartEngine();

            IEngine nitroEngine = new NitroEngine();
            IDriver aiOne       = new AIDriver();

            AIBikeOne.SetEngine(nitroEngine);
            AIBikeOne.SetDriver(aiOne);
            AIBikeOne.StartEngine();

            IEngine warpEngine = new WarpEngine();
            IDriver aiTwo      = new AIDriver();

            AIBikeTwo.SetEngine(warpEngine);
            AIBikeTwo.SetDriver(aiTwo);
            AIBikeTwo.StartEngine();

            IEngine hyperDrive = new Hyperdrive();
            IDriver aiThree    = new AIDriver();

            AIBikeThree.SetEngine(hyperDrive);
            AIBikeThree.SetDriver(aiThree);
            AIBikeThree.StartEngine();
        }
Example #6
0
    protected override float GetGoalWeight(AIDriver driver)
    {
        float r = 0;

        var ships = driver.enemiesAround;
        var count = ships.Count;

        int wShipClass = driver.shipClass * 2;

        if (count >= wShipClass)
        {
            return(1f);
        }
        int n = count - (count % 4);
        int i = 0;

        for (; i < n; i++)
        {
            r += ships[i].shipClass;
            r += ships[i++].shipClass;
            r += ships[i++].shipClass;
            r += ships[i++].shipClass;
            if (r >= wShipClass)
            {
                return(1f);
            }
        }
        for (; i < count; i++)
        {
            r += ships[i].shipClass;
        }

        r /= wShipClass;
        return(r > 1f ? 1f : r);
    }
Example #7
0
    public override void GetEnemies(AIDriver driver, int maxEnemies, ICollection <ShipController> outEnemiesResult)
    {
        var ships = driver.enemiesAround;
        int count = ships.Count;

        if (count == 0)
        {
            return;
        }

        ShipController nearestEnemy = ships[0];
        float          sqrDistance  = (driver.ship.tempTransform.position - nearestEnemy.tempTransform.position).sqrMagnitude / (nearestEnemy.shipClass * nearestEnemy.shipClass);
        ShipController ship;
        int            i = 1;
        float          tempSqrDistance;

        for (; i < count; i++)
        {
            ship = ships[i];
            if (ship.team.team != driver.shipTeam.team)
            {
                tempSqrDistance = (driver.ship.tempTransform.position - ship.tempTransform.position).sqrMagnitude / (ship.shipClass * ship.shipClass);
                if (tempSqrDistance < sqrDistance)
                {
                    nearestEnemy = ship;
                    sqrDistance  = tempSqrDistance;
                }
            }
        }
        // adding only one enemy
        outEnemiesResult.Add(nearestEnemy);
    }
Example #8
0
    void SpawnPolice()
    {
        Debug.Log("Police spawned");
        police = (AIDriver)Instantiate(PoliceVehicle, Vector3.one * -50f, Quaternion.identity).GetComponent <AIDriver>();

        police.InitPolice();
    }
Example #9
0
    void SpawnPC()
    {
        AIDriver en = (AIDriver)Instantiate(othervehicle, Vector3.one * -50f, Quaternion.identity).GetComponent <AIDriver>();

        Enemies.Add(en);
        en.Init(OnComing);
        OnComing = !OnComing;
    }
Example #10
0
    public void Init(AIDriver driver)
    {
        LastPriorityCalc = 0;
        Driver           = driver;
        Pawn             = driver.Pawn as StatePawn;

        OnInit();
    }
Example #11
0
    void Start()
    {
        if (!Driver)
        {
            Driver = GetComponent <AIDriver>();
        }

        DeadTrigger.enabled = false;
    }
Example #12
0
    public override void GetEnemies(AIDriver driver, int maxEnemies, ICollection <ShipController> outEnemiesResult)
    {
        var offenders = goal.goal.offenders.Where(t => t.ship.team != driver.ship.team).Cache();

        if (offenders.Count > 0)
        {
            outEnemiesResult.Add(offenders.WithMin(o => (o.ship.tempTransform.position - driver.shipPosition).sqrMagnitude).ship);
        }
    }
Example #13
0
    void SpawnPC()
    {
        AIDriver en = (AIDriver)Instantiate(othervehicle, Vector3.one * -50f, Quaternion.identity).GetComponent <AIDriver>();

        en.Init(toggle);
        Enemies.Add(en);

        toggle = !toggle;
    }
Example #14
0
    public void OnAIKilled(AIDriver driver)
    {
        var asPlay = CurrentState as GamePlay;

        if (asPlay)
        {
            asPlay.OnAIKilled(driver);
        }
    }
Example #15
0
    public void OnAIKilled(AIDriver driver)
    {
        MainGame.Instance.Controllers.Unregister(driver);
        foreach (var collider in driver.GetComponentsInChildren <Collider>())
        {
            collider.enabled = false;
        }

        driver.GetComponent <DeadBody>().JustDied();
    }
Example #16
0
    public void RemoveDriver(AIDriver driver, string s = null)
    {
        // if(s != null)
//            Debug.Log(s);
        if (Enemies.Contains(driver) && !EnemiesToRemove.Contains(driver))
        {
            EnemiesToRemove.Add(driver);
        }
//        Debug.Log(driver);
    }
Example #17
0
    private void Awake()
    {
        IDriver driver = new AIDriver();

        airplane.SetDriver(driver);
        airplane.StartEngine();

        //currentState = new NormalEnemyState();

        TriggerFightState();
    }
Example #18
0
    protected override void OnBegin()
    {
        if (!Driver)
        {
            Driver = GetComponentInParent <AIDriver>();
        }

        if (Driver && Driver.CurrentEnemy)
        {
            Driver.CurrentEnemy.Hurt(Dmg);
            OnAttack.Invoke();
        }
    }
Example #19
0
 public override bool GetMovePoint(AIDriver driver, out Vector3 result)
 {
     if (driver.enemy != null)
     {
         result = driver.enemy.tempTransform.position;
         return(true);
     }
     else
     {
         result = Vector3.zero;
         return(false);
     }
 }
Example #20
0
    void SpawnPC()
    {
        int i = Random.Range(0, CarPre.Count);

        othervehicle = CarPre[i];

        AIDriver en = (AIDriver)Instantiate(othervehicle, Vector3.one * -50f, Quaternion.identity).GetComponent <AIDriver>();

        en.gameObject.transform.localScale = Vector3.one * .75f;
        Enemies.Add(en);
        en.Init(OnComing);
        OnComing = !OnComing;
    }
Example #21
0
 public override bool GetMovePoint(AIDriver driver, out Vector3 result)
 {
     if (driver.ship == goal.target)
     {
         result = goal.to.tempTransform.position;
         return(true);
     }
     else
     {
         result = goal.target.tempTransform.position;
         return(true);
     }
 }
    void Update()
    {
        if (!Application.isPlaying)
        {
            aiDriver = gameObject.GetComponent("AIDriver") as AIDriver;
            Transform colliderBottom = transform.FindChild("Colliders/ColliderBottom");
            aiDriver.oASideOffset = Mathf.Abs(colliderBottom.localPosition.x) + colliderBottom.localScale.x / 2 + 0.1f;
            Vector3 vpPos = aiDriver.viewPoint.localPosition;
            vpPos.z = colliderBottom.localPosition.z + colliderBottom.localScale.z / 2 + 0.1f;
            vpPos.x = 0;
            aiDriver.viewPoint.localPosition = vpPos;

        }
    }
Example #23
0
    public void Throw(Vector3 power)
    {
        if (!Driver)
        {
            Driver = GetComponent <AIDriver>();
        }

        WasThrown = true;

        EnsureDeadCollider();
        EnableRagdoll();

        Driver.Pawn.Body.AddForce(power, ForceMode.Impulse);
    }
Example #24
0
    void Start()
    {
        nPCspawner     = GetComponent <NPCspawner>();
        player         = nPCspawner.player;
        playerMovement = player.GetComponent <PlayerMovement>();

        aiDriverList = new List <AIDriver>();
        foreach (GameObject item in nPCspawner.npcList)
        {
            AIDriver currentDriver = item.GetComponent <AIDriver>();
            aiDriverList.Add(currentDriver);
            item.GetComponent <Respawn>().AddFirstToRespawnAction(() => { currentDriver.WaypointNodeID = playerMovement.ClosestNode + spawnNodeDistance; });
        }
    }
Example #25
0
    public override bool GetMovePoint(AIDriver driver, out Vector3 result)
    {
        var offenders = goal.goal.offenders.Where(s => s.ship.team != driver.ship.team).Cache();

        if (offenders.Count > 0)
        {
            result = offenders.WithMin(o => (o.ship.tempTransform.position - driver.shipPosition).sqrMagnitude).ship.tempTransform.position - driver.shipPosition;
            return(true);
        }
        else
        {
            result = default(Vector3);
            return(false);
        }
    }
Example #26
0
    protected override float GetGoalWeight(AIDriver driver)
    {
        float r = 0;

        var ships = driver.ship.offenders;
        var count = ships.Count;

        for (int i = 0; i < count; i++)
        {
            r += ships[i].ship.shipClass;
        }


        r *= (1f - driver.ship.health * .5f) / (driver.shipClass * 2);
        return(r > 1f ? 1f : r);
    }
Example #27
0
 public override bool GetMovePoint(AIDriver driver, out Vector3 result)
 {
     if (driver.ship.offenders.Count > 0)
     {
         Vector3 v = Vector3.zero;
         foreach (var o in driver.ship.offenders)
         {
             v += (o.ship.tempTransform.position - driver.ship.tempTransform.position);
         }
         result = driver.ship.tempTransform.position + Vector3.Cross(driver.ship.tempTransform.forward, v);
         return(true);
     }
     else
     {
         result = default(Vector3);
         return(false);
     }
 }
    public void OnDrawGizmos()
    {
        if (!Application.isPlaying || show)
        {
            aiDriver = gameObject.GetComponent("AIDriver") as AIDriver;

            if (aiDriver.useObstacleAvoidance)
            {
                Vector3 viewPointLeft;
                Vector3 viewPointRight;
                Vector3 forwardDirection = aiDriver.viewPoint.TransformDirection(Vector3.forward * aiDriver.oADistance);

                Vector3 centerPointL = transform.position + transform.TransformDirection(Vector3.left * aiDriver.oASideOffset);
                centerPointL.y = aiDriver.viewPoint.position.y;

                Vector3 centerPointR = transform.position + transform.TransformDirection(Vector3.right * aiDriver.oASideOffset);
                centerPointR.y = aiDriver.viewPoint.position.y;

                viewPointLeft = aiDriver.viewPoint.transform.position;
                viewPointRight = aiDriver.viewPoint.transform.position;
                viewPointLeft += aiDriver.viewPoint.TransformDirection((Vector3.right * aiDriver.flWheel.localPosition.x));
                viewPointRight += aiDriver.viewPoint.TransformDirection((Vector3.right * aiDriver.frWheel.localPosition.x));
                float obstacleAvoidanceWidth = aiDriver.oAWidth;

                Vector3 leftDirection = aiDriver.viewPoint.TransformDirection((Vector3.left * obstacleAvoidanceWidth) + (Vector3.forward * aiDriver.oADistance));
                Vector3 rightDirection = aiDriver.viewPoint.TransformDirection((Vector3.right * obstacleAvoidanceWidth) + (Vector3.forward * aiDriver.oADistance));

                Vector3 leftSide = aiDriver.viewPoint.TransformDirection(Vector3.left * aiDriver.oASideDistance);
                Vector3 rightSide = aiDriver.viewPoint.TransformDirection(Vector3.right * aiDriver.oASideDistance);

                Debug.DrawRay(viewPointLeft, leftDirection, Color.cyan);
                Debug.DrawRay(viewPointRight, rightDirection, Color.cyan);
                Debug.DrawRay(aiDriver.viewPoint.position, forwardDirection, Color.green);
                Debug.DrawRay(viewPointLeft, forwardDirection, Color.green);
                Debug.DrawRay(viewPointRight, forwardDirection, Color.green);
                Debug.DrawRay(centerPointL, leftSide, Color.magenta);
                Debug.DrawRay(centerPointR, rightSide, Color.magenta);
            }
        }
    }
Example #29
0
 protected override float GetGoalWeight(AIDriver driver)
 {
     return(goal.goal.offenders.Count > 0 ? 1f : 0f);
 }
Example #30
0
 protected override float GetGoalWeight(AIDriver driver)
 {
     return(1f);
 }
Example #31
0
 public override bool GetMovePoint(AIDriver driver, out Vector3 result)
 {
     result = goal.goal.tempTransform.position - driver.shipPosition;
     return(true);
 }
Example #32
0
 public override void GetEnemies(AIDriver driver, int maxEnemies, ICollection <ShipController> outEnemiesResult)
 {
     outEnemiesResult.Add(goal.goal);
 }
Example #33
0
    void Start()
    {
        //wir machen dies in der Start-Routine, weil wir im AIDriver-Skript erst in der Awake-Fkt die Waypoints zuweisen
        //Um sicherzugehen, dass die Waypoints auch gefunden und der List zugewiesen wurde, weisen wir dies deshalb erst hier zu!

        aiDriverScript = gameObject.GetComponent("AIDriver") as AIDriver;
        waypoints = aiDriverScript.waypoints;
    }