// Use this for initialization void Start() { /*if ((Network.peerType == NetworkPeerType.Client && !networkView.isMine) || Network.peerType == NetworkPeerType.Server) * { * Destroy(this); * return; * }*/ // @todo // Assign manager by callback. Note that the manager // has to implement IMovementCommands interface for this // to work as expected. if (!input) { input = GetComponent <IAController>(); } _transform = transform; _momentum = Vector3.zero; _isGrounded = true; controller = GetComponent <CharacterController>(); state = GetComponent <PlayerState>(); _timejump *= 1000; float gravity = (2.0f * _heightjump) / (_timejump * _timejump); float force = _heightjump / _timejump; //Debug.Log(_gravity*Time.fixedDeltaTime); _velFriction = _maxVelocity / (_maxVelocity + (0.5f * _acceleration * Time.fixedDeltaTime * 100)); //Debug.Log("termino"); }
void OnTriggerEnter(Collider other) { if (other.tag == "Enemy") { IAController enemy = other.GetComponent <IAController>(); enemy.getHurt(damage, other.ClosestPointOnBounds(transform.position), true); } }
// Use this for initialization void Start() { currentSourceTransform = /*rigth ? bulletSourceTransformRigth :*/ bulletSourceTransformLeft; if (!input) { input = GetComponent <IAController>(); } }
void Start() { if (transform.parent != null) { car = transform.parent.GetComponent <IAController>(); } if (car == null) { Debug.LogError("Car cannot be null!"); } }
void enableIAControls(bool enable) { for (int index = 0; index < cars.Count; index++) { if (cars[index].CompareTag("Enemy")) { IAController controller = cars[index].GetComponent <IAController>(); controller.enabled = enable; } } }
void enableAutoPilotToPlayer(bool enable) { IAController auto_pilot = player.GetComponent <IAController>(); if (auto_pilot == null) { auto_pilot = player.gameObject.AddComponent <IAController>(); } auto_pilot.enabled = enable; }
private void Start() { iaController = GetComponent <IAController>(); playerController = GameObject.Find("PlayerController").GetComponent <Player>(); total += playerController.PriceCoelho + playerController.PriceCupido + playerController.PriceSaci; menuGameover.SetActive(false); buttonSpeed.SetActive(false); buttonStart.SetActive(true); menuInformation.SetActive(true); menuCardBoard.SetActive(true); }
void Start() { playerController = player.GetComponent <PlayerController>(); AIController = IA.GetComponent <IAController>(); hmWidth = terrain.terrainData.heightmapWidth; hmHeight = terrain.terrainData.heightmapHeight; restartHeights(); spawnCD = Time.time; spawnTime = 10; }
private IEnumerator hydraCombat() { GameObject hydra = GameObject.Instantiate(hydraPrefab) as GameObject; hydra.transform.position = GameManager.player.transform.position + (GameManager.player.transform.up * 3f); IAController controller = hydra.GetComponent <IAController> (); controller.isDead = false; while (!controller.isDead) { yield return(null); } hydraDead(); }
// Use this for initialization void Start() { ia = GetComponent <IAController> (); centerToExtremesDistance = GetComponent <Collider>().bounds.size.z / 2f; //Debug.Log (centerToExtremesDistance); if (takesBothPathways) { putMiddlePath(); } else { isChangingPath = true; } lastTimeCheckedOtherPaths = Random.value * cooldownRaycastingCheckOtherPaths; }
public void removeIA(IAController iaC) { actualIAs.Remove (iaC); iaC.gameObject.SetActive (false); Destroy (iaC.gameObject); }
public void SetCerveau(ReseauNeural cerveau) { MesControles = monCerveau = gameObject.AddComponent <IAController>(); monCerveau.SetReseau(cerveau); }
void Start() { animMan = this.GetComponent <AnimatorManager>(); IA = this.GetComponent <IAController>(); }
public void registerIA(IAController iaC) { actualIAs.Add (iaC); }
public override void Awake() { ia = GetComponentInParent <IAController>(); base.Awake(); }
public void registerIA(IAController iaC) { actualIAs.Add(iaC); }
void FindReference() { playerWalk = GameObject.FindGameObjectWithTag("Player").GetComponent <ThirdWalk>(); iaController = GameObject.FindGameObjectWithTag("IAController").GetComponent <IAController>(); }
public void removeIA(IAController iaC) { actualIAs.Remove(iaC); iaC.gameObject.SetActive(false); Destroy(iaC.gameObject); }
// Use this for initialization void Start() { ia = GetComponent<IAController> (); centerToExtremesDistance = GetComponent<Collider>().bounds.size.z / 2f; //Debug.Log (centerToExtremesDistance); if(takesBothPathways){ putMiddlePath(); }else{ isChangingPath = true; } lastTimeCheckedOtherPaths = Random.value * cooldownRaycastingCheckOtherPaths; }