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); }
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++; } }