private int FindNumberCoTargetting(FSMStateManager potentialTarget)
    {
        int targetNum = 0;

        if (isIt)
        {
            foreach (FSMStateManager sm in ChaseAi)
            {
                if (sm.Target == potentialTarget.gameObject)
                {
                    targetNum++;
                }
            }
        }
        else
        {
            foreach (FSMStateManager sm in UnFreezingAi)
            {
                if (sm.Target == potentialTarget.gameObject)
                {
                    targetNum++;
                }
            }
        }
        return(targetNum);
    }
Example #2
0
    // Use this for initialization
    void Start()
    {
        SM        = GetComponent <FSMStateManager>();
        Target    = GameObject.FindGameObjectWithTag("Player").GetComponent <FSMStateManager>();
        SM.Target = Target.gameObject;
        NA        = GetComponent <NavMeshAgent>();

        Dash         = GetComponent <Charge>();
        DashCooldown = Dash.GetCooldownTime();
        //Debug.Log("Cooldown Dash: " + DashCooldown);
    }
Example #3
0
 // Use this for initialization
 void Start()
 {
     SM = GetComponent <FSMStateManager>();
     if (!Player)
     {
         Player = FindObjectOfType <ShipController>().gameObject;
     }
     SC.isTrigger = true;
     SC.radius    = SearchRange;
     if (!Hp)
     {
         Hp = GetComponent <Health>();
     }
     Target = SM.Target;
     if (SM.Target != null)
     {
         TargetTransform = Target.transform;
     }
 }
Example #4
0
 // Use this for initialization
 void Start()
 {
     TimeTillWin *= 60; // Put win condition to seconds
     if (SpawnPlayer)
     {
         WorldCam.gameObject.SetActive(false);
         PlayerSpawned = Instantiate(Player, PlayerSpawn);
         PlayerSpawned.transform.parent     = null;
         PlayerSpawned.transform.localScale = new Vector3(1, 1, 1);
         if (PlayerIt)
         {
             PlayerSpawned.DesiredState    = FSMStateIDs.StateIds.FSM_PlayerChase;
             PlayerSpawned.gameObject.name = "Player It";
         }
         else
         {
             PlayerSpawned.DesiredState    = FSMStateIDs.StateIds.FSM_PlayerFlee;
             PlayerSpawned.gameObject.name = "Player Flee";
             NumberAiFlee++;
         }
     }
 }
Example #5
0
 public override void GetStateManager(FSMStateManager sm)
 {
     SMOwner = sm;
 }
Example #6
0
 public abstract void GetStateManager(FSMStateManager sm);