Example #1
0
 public void Awake()
 {
     fishControl = GetComponent<FishControl>();
     proxControl = GetComponent<ProximityControl>();
     fishMove = GetComponent<FishMove>();
     closestFishTimer = UnityEngine.Random.Range(0.0f, closestFishTimerInterval);
 }
Example #2
0
 public void Awake()
 {
     FishID = idCnt++;
     name = name + " " + FishID.ToString();
     fishCollection.Add(this);
     fishMove = GetComponent<FishMove>();
     attractivenessModule = GetComponent<AttractivenessModule>();
 }
    public void Awake()
    {
        fishControl = GetComponent<FishControl>();
        fishMove = GetComponent<FishMove>();
        schooling = GetComponent<Schooling>();
        updateTimer = UnityEngine.Random.Range(0.0f, updateInterval);

        hit = new RaycastHit();
    }
    public void Awake()
    {
        fishControl = GetComponent<FishControl>();

        fishMove = GetComponent<FishMove>();
        schooling = GetComponent<Schooling>();
        updateTimer = UnityEngine.Random.Range(0.0f, UpdateInterval);

        GL_OctreeRenderer.AddRenderDelegate(GL_Draw);
    }
Example #5
0
    void OnTriggerEnter(Collider other)
    {
        Rigidbody iwasirigid = other.GetComponentInParent <Rigidbody> ();

        other.transform.root.rotation = Quaternion.identity;
        FishMove aniwasimove = other.GetComponentInParent <FishMove> ();

        if (aniwasimove.enabled == false)
        {
            AudioSource iwasiaudio = other.GetComponentInParent <AudioSource>();
            iwasiaudio.Play();
            aniwasimove.enabled = true;
            iwasicount++;
            if (iwasicount > maxIwasicount - 1 & isCleared == false)
            {
                Destroy(zaru);
                isCleared = true;
            }
        }
        iwasirigid.constraints = RigidbodyConstraints.FreezePositionY | RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationZ;
    }
Example #6
0
    public override void OnInspectorGUI()
    {
        FishMove Fish = target as FishMove;

        // 共通の注記
        EditorGUILayout.HelpBox("動きの種類を変えるとインスペクターが変わるよ", MessageType.Info, true);

        // 入力された魚の動きのタイプを取得
        Fish.moveType = (FishMove.MoveType)EditorGUILayout.EnumPopup("魚の動きの種類", Fish.moveType);

        // 各タイプごとの注記
        if (Fish.moveType == FishMove.MoveType.直進)
        {
            EditorGUILayout.HelpBox("指定した軸の方向にまっすぐ進みます", MessageType.Info, true);
        }
        else if (Fish.moveType == FishMove.MoveType.回転)
        {
            EditorGUILayout.HelpBox("指定した軸に沿って回転します", MessageType.Info, true);
        }

        // 共通の設定
        Fish.MoveAxis = (FishMove.Axis)EditorGUILayout.EnumPopup("魚の動きの軸", Fish.MoveAxis);

        Fish.MoveSpd = EditorGUILayout.Slider("移動スピード", Fish.MoveSpd, 1, 1000);

        Fish.TurnTime = EditorGUILayout.Slider("方向転換時間", Fish.TurnTime, 0.1f, 5.0f);

        if (Fish.moveType == FishMove.MoveType.回転)
        {
            Fish.centerPos = (Transform)EditorGUILayout.ObjectField("中心座標", Fish.centerPos, typeof(Transform), true);
        }

        EditorGUILayout.HelpBox("TRUE:正方向   FALSE:逆方向", MessageType.Info, true);
        Fish.LRFlag = EditorGUILayout.Toggle("移動方向", Fish.LRFlag);

        EditorUtility.SetDirty(target);
    }
Example #7
0
    // Use this for initialization
    void Start()
    {
        GameObject player = GameObject.FindWithTag("Player");

        fishScript = player.GetComponent <FishMove> ();
    }
	public void setAIMode( FishMove newMode ) {
		aiMode = newMode;
		transform.position = SeaBounds.instance.randPos();
		swimmingFrom = swimmingTo = rootPos = transform.position;
		PickNewGoal();
	}