Example #1
0
    void Chase()
    {
        enemy.currentlyChasing = true;


        if (enemy.seePlayer || alwaysChase)
        {
            //get player position
            enemy.characterPostition = new Vector3(enemy.character.position.x,
                                                   enemy.transform.position.y,
                                                   enemy.character.position.z);

            //keep chasing until 2 away from player
            if (Vector3.Distance(enemy.transform.position, enemy.characterPostition) > 2)
            {
                //look at player
                enemy.transform.LookAt(enemy.characterPostition);
                //direction = enemy.target - enemy.transform.position;

                //move!!
                enemy.moveDirection = enemy.characterPostition - enemy.transform.position;
                enemy.moveDirection = enemy.moveDirection.normalized;
                enemy.GetComponent <Rigidbody> ().velocity = (enemy.transform.forward * 6f);
            }
        }
        else
        {
            if (alwaysChase == false)
            {
                StalkerState();
            }
        }
    }
Example #2
0
    void Wander()
    {
        if (enemy.move)
        {
            enemy.target   = enemy.wayPoint;
            enemy.target.y = enemy.transform.position.y;
            //enemy.transform.position.y;

            if (Vector3.Distance(enemy.transform.position, enemy.target) > 2)
            {
                targetTime -= Time.deltaTime;
                //Debug.Log ("Timer: " + targetTime);
                enemy.transform.LookAt(enemy.target);
                //direction = enemy.target - enemy.transform.position;
                enemy.direction = enemy.target - enemy.transform.position;
                enemy.direction = enemy.direction.normalized;
                enemy.GetComponent <Rigidbody> ().velocity = (enemy.transform.forward * 3f);
                //enemy.GetComponent<Rigidbody> ().AddForce(direction * 25f);
                //enemy.GetComponent<Rigidbody> ().AddForce (enemy.transform.forward * 15f, ForceMode.Force);
            }
            else
            {
                getwayPoint();
            }

            if (targetTime <= 0.0f)
            {
                getwayPoint();
                //time for preventing AI from being Stuck
                targetTime = 30.0f;
            }
        }

        /*else if (!enemy.move && enemy.hitWall) {
         *      //BOUNCE BACK
         *      enemy.lastPosition = enemy.transform.position - enemy.GetComponent<Rigidbody> ().velocity;
         *
         *      if (Vector3.Distance (enemy.transform.position, enemy.lastPosition) > 5f) {
         *              enemy.GetComponent<Rigidbody> ().velocity = -(enemy.transform.forward * 5f);
         *      } else {
         *              getwayPoint ();
         *              enemy.hitWall = false;
         *              enemy.move = true;
         *
         *      }
         *      /*enemy.lastPosition = enemy.transform.position - enemy.GetComponent<Rigidbody> ().velocity;
         *      enemy.GetComponent<Rigidbody> ().AddForce(enemy.lastPosition * 5f);
         *      if (Vector3.Distance (enemy.transform.position, enemy.lastPosition) > 0.5f) {
         *              getwayPoint ();
         *              enemy.hitWall = false;
         *      }
         *
         * }*/
    }
Example #3
0
    private void OnCollisionEnter(Collision col)
    {
        /* if (col.gameObject.tag == "Bullet" && wander.alive == true)
         * {
         *   if (col.gameObject.GetComponent<BulletDeletion>().catType == BulletDeletion.AmmoType.RED)
         *   {
         *       Debug.Log("RED HAS COLLIDED");
         *       wander.move = false;
         *       wander.GetComponent<Rigidbody>().freezeRotation = false;
         *       this.GetComponent<Rigidbody>().AddForce(Vector3.forward * 200);
         *
         *   }
         *   // wander.move = false;
         *   //wander.alive = false;
         *   // wander.GetComponent<Rigidbody>().freezeRotation = false;
         *   //this.GetComponent<EnemyStatePattern>().enabled = false;
         *
         *   //this.GetComponent<EnemyStatePattern>().enabled = false;
         *   //GetComponent<Rigidbody>().isKinematic = false;
         * }*/

        if (col.gameObject.GetComponent <BulletDeletion>() != null && wander.move == true)
        {
            hitEffect.SetActive(true);
            timerStart = true;
            audio.PlayOneShot(success);

            //GetComponent<Rigidbody>().isKinematic = false;
            if (col.gameObject.GetComponent <BulletDeletion>().catType == BulletDeletion.AmmoType.PURPLE)
            {
                //Debug.Log("This is a Purple");
                wander.alive = false;
                mutantObject.GetComponent <Rigidbody>().AddExplosionForce(280, col.transform.position, 100, 1);
                //enemyHealth -= 10; //THIS SHOULDNT KILL THE MUTANT
                Destroy(col.gameObject);
                //enemyHealth -= 10; //THIS SHOULDNT KILL THE MUTANT

                //rb.AddExplosionForce(power, explosionPos, radius, 3.0F);
            }
            wander.move = false;


            //Vector3 dir = col.contacts[0].point - transform.position;
            //Vector3 dir = transform.position - col.gameObject.transform.position;
            //dir = -dir.normalized;
            // Debug.Log(dir);
            // this.GetComponent<Rigidbody>().AddForce(dir*force);


            Destroy(col.gameObject);

            this.GetComponent <Rigidbody>().AddForce(Vector3.forward * 20);
            this.GetComponent <EnemyStatePattern>().enabled = false;


            //GetComponent<Rigidbody>().isKinematic = false;
        }
        if (col.gameObject.tag == "Bullet" && wander.move == false)
        {
            //GetComponent<Rigidbody>().isKinematic = false;
            if (col.gameObject.GetComponent <BulletDeletion>().catType == BulletDeletion.AmmoType.BLUE)
            {
                iceEffect.SetActive(true);

                timerStart = true;
                Destroy(col.gameObject);
            }
            if (col.gameObject.GetComponent <BulletDeletion>().catType == BulletDeletion.AmmoType.YELLOW)
            {
                Debug.Log("YELLOW BULLET ENTERED");
                Destroy(col.gameObject);
            }
            if (col.gameObject.GetComponent <BulletDeletion>().catType == BulletDeletion.AmmoType.PURPLE)
            {
                // Debug.Log("This is a Purple");
                //wander.alive = false;
                if (GetComponent <UnityEngine.AI.NavMeshAgent>() != null)
                {
                    GetComponent <UnityEngine.AI.NavMeshAgent>().enabled = false;
                    GetComponent <AgentWalkTo>().enabled = false;
                    if (GetComponent <Rigidbody>().isKinematic == true)
                    {
                        GetComponent <Rigidbody>().isKinematic = false;
                        this.GetComponent <Rigidbody>().AddForce(Vector3.forward * 500);
                    }
                    Invoke("DeleteMutant", 15);
                }

                mutantObject.GetComponent <Rigidbody>().AddExplosionForce(500, col.transform.position, 100, 200);
                Vector3    explosionPos = col.transform.position;
                Collider[] colliders    = Physics.OverlapSphere(explosionPos, 30);
                foreach (Collider hit in colliders)
                {
                    Rigidbody rb = hit.GetComponent <Rigidbody>();

                    if (rb != null && rb != this.GetComponent <Rigidbody>())
                    {
                        rb.AddExplosionForce(150, explosionPos, 40, 2f);
                    }
                }

                // enemyHealth -= 10; //THIS SHOULDNT KILL THE MUTANT
                Destroy(col.gameObject);
                //enemyHealth -= 10; //THIS SHOULDNT KILL THE MUTANT

                //rb.AddExplosionForce(power, explosionPos, radius, 3.0F);
            }

            /*if (col.gameObject.GetComponent<BulletDeletion>().catType == BulletDeletion.AmmoType.RED)
             * {
             *  Debug.Log("RED HAS COLLIDED");
             *  col.gameObject.GetComponent<Rigidbody>().velocity = Vector3.zero;
             *  Destroy(col.gameObject);
             *  //wander.move = false;
             *  //wander.GetComponent<Rigidbody>().freezeRotation = false;
             *  //this.GetComponent<Rigidbody>().AddForce(Vector3.forward * 200);
             *
             * }*/
            wander.move  = false;
            wander.alive = false;
            wander.GetComponent <Rigidbody>().freezeRotation = false;
            this.GetComponent <EnemyStatePattern>().enabled  = false;
        }
        if (col.gameObject.tag == "Ammo" && wander.alive == true && col.gameObject.GetComponent <AmmoTypeScript>() != null)
        {
            if (col.gameObject.GetComponent <AmmoTypeScript>().catType == AmmoTypeScript.AmmoType.WHITE && col.gameObject.transform.position.y > transform.position.y)
            {
                mutantObject.GetComponent <Rigidbody>().freezeRotation = false;

                // this.GetComponent<Rigidbody>().isKinematic = false;
                mutantObject.GetComponent <EnemyStatePattern>().enabled = false;
                //this.GetComponent<Rigidbody>().isKinematic = false;
                mutantObject.GetComponent <Rigidbody>().AddForce(Vector3.forward * 200);
                wander.alive = false;
            }
        }
    }
Example #4
0
    private void OnCollisionEnter(Collision col)
    {
        /* if (col.gameObject.tag == "Bullet" && wander.alive == true)
         * {
         *   if (col.gameObject.GetComponent<BulletDeletion>().catType == BulletDeletion.AmmoType.RED)
         *   {
         *       Debug.Log("RED HAS COLLIDED");
         *       wander.move = false;
         *       wander.GetComponent<Rigidbody>().freezeRotation = false;
         *       this.GetComponent<Rigidbody>().AddForce(Vector3.forward * 200);
         *
         *   }
         *   // wander.move = false;
         *   //wander.alive = false;
         *   // wander.GetComponent<Rigidbody>().freezeRotation = false;
         *   //this.GetComponent<EnemyStatePattern>().enabled = false;
         *
         *   //this.GetComponent<EnemyStatePattern>().enabled = false;
         *   //GetComponent<Rigidbody>().isKinematic = false;
         * }*/

        if (col.gameObject.GetComponent <BulletDeletion>() != null && wander.move == true)
        {
            //GetComponent<Rigidbody>().isKinematic = false;
            wander.move = false;


            //Vector3 dir = col.contacts[0].point - transform.position;
            //Vector3 dir = transform.position - col.gameObject.transform.position;
            //dir = -dir.normalized;
            // Debug.Log(dir);
            // this.GetComponent<Rigidbody>().AddForce(dir*force);


            Destroy(col.gameObject);

            this.GetComponent <Rigidbody>().AddForce(Vector3.forward * 20);
            //GetComponent<Rigidbody>().isKinematic = false;
        }
        if (col.gameObject.tag == "Bullet" && wander.move == false)
        {
            //GetComponent<Rigidbody>().isKinematic = false;
            if (col.gameObject.GetComponent <BulletDeletion>().catType == BulletDeletion.AmmoType.BLUE)
            {
                Destroy(col.gameObject);
            }
            if (col.gameObject.GetComponent <BulletDeletion>().catType == BulletDeletion.AmmoType.YELLOW)
            {
                Debug.Log("YELLOW BULLET ENTERED");
                Destroy(col.gameObject);
            }

            /*if (col.gameObject.GetComponent<BulletDeletion>().catType == BulletDeletion.AmmoType.RED)
             * {
             *  Debug.Log("RED HAS COLLIDED");
             *  col.gameObject.GetComponent<Rigidbody>().velocity = Vector3.zero;
             *  Destroy(col.gameObject);
             *  //wander.move = false;
             *  //wander.GetComponent<Rigidbody>().freezeRotation = false;
             *  //this.GetComponent<Rigidbody>().AddForce(Vector3.forward * 200);
             *
             * }*/
            wander.move  = false;
            wander.alive = false;
            wander.GetComponent <Rigidbody>().freezeRotation = false;
            this.GetComponent <EnemyStatePattern>().enabled  = false;
        }
    }
Example #5
0
 public WanderZone(EnemyStatePattern statePatternEnemy)
 {
     enemy = statePatternEnemy;
     enemy.GetComponent <Rigidbody> ().freezeRotation = true;
     enemy.hitWall = false;
 }