private void Awake() { //주인공 게임 오브젝트 추출 var player = GameObject.FindGameObjectWithTag("Player"); //주인공의 트렌스폼 컨포넌트 추출 if (player != null) { playerTr = player.GetComponent <Transform>(); } //적 캐릭터의 트렌스폼 컨포넌트 추출 enemyTr = GetComponent <Transform>(); //Animator 컴포넌트 추출 animator = GetComponent <Animator>(); //이동을 제어하는 MoveAgent 클래스를 추출 moveAgent = GetComponent <MoveAgent>(); //총알 발사를 제어하는 EnemyFire 클래스를 추출 enemyFire = GetComponent <EnemyFire>(); enemyFOV = GetComponent <EnemyFOV>(); //코루틴 지연시간 생성 ws = new WaitForSeconds(0.3f); animator.SetFloat(hashOffset, Random.Range(0.0f, 1.0f)); animator.SetFloat(hashWalkSpeed, Random.Range(1.0f, 1.2f)); }
void Awake() { //Player GameObject 추출 var player = GameManager.instance.Player; //Player와 Enemy의 Transform 추출 if (player != null) { playerTr = player.GetComponent <Transform>(); playerLv = player.GetComponent <PlayerLv>(); } enemyTr = GetComponent <Transform>(); //Anumator 추출 animator = GetComponent <Animator>(); //MoveAgent 추출 moveagent = GetComponent <MoveAgent>(); //EnemyFire 추출 enemyFire = GetComponent <EnemyFire>(); //EnemyFOV 추출 enemyFOV = GetComponent <EnemyFOV>(); //코루틴 지연 시간 ws = new WaitForSeconds(0.3f); //Offset값과 Speed 값을 불규칙하게 변경 animator.SetFloat(hashOffset, Random.Range(0.0f, 1.0f)); animator.SetFloat(hashwalkSpeed, Random.Range(1.0f, 1.2f)); }
void Awake() { //주인공 게임오브젝트 추출 var player = GameObject.FindGameObjectWithTag("PLAYER"); //주인공의 TRANSFORM 컴포넌트 추출 if (player != null) { playerTr = player.GetComponent <Transform>(); } //적 캐릭터의 Transform 컴포넌트 추출 enemyTr = GetComponent <Transform>(); //적 캐릭터의 Transform 컴포넌트를 추출 animator = GetComponent <Animator>(); //이동을 제어하는 MoveAgent 클래스를 추출 moveAgent = GetComponent <MoveAgent>(); //총알 발사를 제어하는 EnemyFire 클래스를 추출 enemyFire = GetComponent <EnemyFire>(); //코루틴의 지연 시간 생성1 ws = new WaitForSeconds(0.3f); //Cycle Offset 값을 불규칙하게 변경 animator.SetFloat(hashOffset, Random.Range(0.0f, 1.0f)); //WalkSpeed 값을 불규칙하게 변경 animator.SetFloat(hashWalkSpeed, Random.Range(1.0f, 1.2f)); }
void Awake() { cachedTransform = GetComponent <Transform>(); myAni = GetComponent <MonsterAni>(); myParams = GetComponent <MonsterParams>(); moveAgent = GetComponent <MoveAgent>(); }
private void Awake() { var player = GameObject.FindGameObjectWithTag("PLAYER"); if (player != null) { playerTr = player.GetComponent <Transform>(); } gManager = GameObject.Find("GameManager").GetComponent <GameManager>(); enemyTr = GetComponent <Transform>(); moveAgent = GetComponent <MoveAgent>(); erAttack = GetComponent <EnemyRangeAttack>(); bManager = GameObject.FindGameObjectWithTag("BUILD").GetComponent <BuildManager>(); if (GameObject.Find("SpawnManager") != null) { sManager = GameObject.Find("SpawnManager").GetComponent <SpawnManager>(); } if (GameObject.Find("GraveSpawnManager") != null) { gsManager = GameObject.Find("GraveSpawnManager").GetComponent <GraveSpawnManager>(); } uiManager = GameObject.Find("UIManager").GetComponent <UIManager>(); animator = GetComponent <Animator>(); wSecond = new WaitForSeconds(0.2f); }
void Awake() { //주인공 게임오브젝트 추출 var player = GameObject.FindGameObjectWithTag("PLAYER"); //주인공의 Tranform 컴포넌트 추출 if (player != null) { playerTr = player.gameObject.GetComponent <Transform>(); } //적 캐릭터의 Tranform 컴포넌트 추출 enemyTr = GetComponent <Transform>(); //Animator 컴포넌트 추출 animator = GetComponent <Animator>(); //이동을 제어하는 MoveAgent 클래스를 추출 moveAgent = GetComponent <MoveAgent>(); //공격을 제어하는 EnemyAttack클래스 추출 enemyAttack = GetComponent <EnemyAttack>(); enemySound = GetComponent <EnemySound>(); //코루틴의 지연시간 생성 ws = new WaitForSeconds(0.3f); //Cycle Offset 값을 불규칙하게 변경 animator.SetFloat(hashOffset, Random.Range(0f, 1f)); animator.SetFloat(hashWalkSpeed, Random.Range(1f, 1.2f)); }
void Awake() { var player = GameObject.FindGameObjectWithTag("PLAYER"); if (player != null) { playerTr = player.GetComponent <Transform>(); } enemyTr = GetComponent <Transform>(); animator = GetComponent <Animator>(); moveAgent = GetComponent <MoveAgent>(); enemyFire = GetComponent <EnemyFire>(); enemyFOV = GetComponent <EnemyFOV>(); ws = new WaitForSeconds(0.3f); animator.SetFloat(hashOffset, Random.Range(0.0f, 1.0f)); animator.SetFloat(hashWalkSpeed, Random.Range(1.0f, 1.2f)); }
public List <Node> GetPath(TSVector2 startPosition, TSVector2 targetPosition, MoveAgent agent) { _agent = agent; Node startNode = GetNodeFromPoint((int)startPosition.x, (int)startPosition.y); Node targetNode = GetNodeFromPoint((int)targetPosition.x, (int)targetPosition.y); return(_path.GetPath(startNode, targetNode)); }
void Start() { playerTr = GameObject.FindGameObjectWithTag("PLAYER").GetComponent <Transform>(); uiManager = GameObject.Find("UIManager").GetComponent <UIManager>(); enemyTr = GetComponent <Transform>(); agent = GetComponent <MoveAgent>(); animator = GetComponent <Animator>(); }
void Start() { playerTr = GameObject.FindGameObjectWithTag("PLAYER").GetComponent <Transform>(); friendTr = GetComponent <Transform>(); agent = GetComponent <MoveAgent>(); bManager = GameObject.Find("Build").GetComponent <BuildManager>(); gravity = 9.81f; _height = 5.0f; }
private void Awake() { player = GameObject.FindGameObjectWithTag("PLAYER"); playerTr = GameObject.FindGameObjectWithTag("PLAYER").transform; agent = GetComponent <MoveAgent>(); frAttack = GetComponent <FriendAttack>(); uiManager = GameObject.Find("UIManager").GetComponent <UIManager>(); wSecond = new WaitForSeconds(0.5f); }
private void Awake() { moveAgent = GetComponent <MoveAgent>(); animator = GetComponent <Animator>(); enemyFire = GetComponent <EnemyFire>(); enemyFOV = GetComponent <EnemyFOV>(); animator.SetFloat(hashOffset, Random.Range(0, 1.0f)); animator.SetFloat(hashWalkSpeed, Random.Range(1.0f, 1.2f)); }
void Start() { playerTr = GameObject.FindGameObjectWithTag("PLAYER").GetComponent <Transform>(); enemyTr = GetComponent <Transform>(); agent = GetComponent <MoveAgent>(); bManager = GameObject.Find("Build").GetComponent <BuildManager>(); uiManager = GameObject.Find("UIManager").GetComponent <UIManager>(); animator = GetComponent <Animator>(); gravity = 9.81f; _height = 8.0f; }
protected virtual void Awake() { _moveAgent = GetComponent <MoveAgent>(); _damager = GetComponent <Damager>(); _damagable = GetComponent <Damagable>(); _moveAgent.PassIsPassed += BaseIsReached; _damagable.died += OnMonsterDied; monsterDied += LevelManager.Instance.PlayerBank.AddGold; }
void Awake() { player = GameObject.FindGameObjectWithTag("Player"); ani = GetComponent <Animator>(); moveAgent = GetComponent <MoveAgent>(); waitSeconds = new WaitForSeconds(refreshAICycle); pCtrl = player.GetComponent <PlayerCtrl>(); ea = GetComponent <EnemyAttack>(); eItem = GetComponent <EnemyItem>(); }
void SpwanPlayer(int playerId) { MessageProtocol message = new MessageProtocol("Spwaning @ " + playerId) { from_client = GameData.GAME_CLIENT_NAME }; SocketClient.ActiveSocket.QueueLocalMessage(message); MoveAgent player = Instantiate <MoveAgent>(playerPrefab, spwanPoints[playerId].position, Quaternion.identity); player.PlayerId = playerId; }
private void Awake() { init = this; dieEffect = Resources.Load <GameObject>("monsterDead"); playerTr = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform>(); enemyTr = GetComponent <Transform>(); moveAgent = GetComponent <MoveAgent>(); animator = GetComponent <Animator>(); _audio = GetComponent <AudioSource>(); attackRange = this.transform.Find("attackRange"); stateCheck_time = new WaitForSeconds(0.3f); }
protected override void Awake() { base.Awake(); ES = (EnemyStat)BaseStat; fieldOfView = GetComponent <FieldOfView>(); CA = GetComponent <CharacterAudios>(); moveAgent = GetComponent <MoveAgent>(); animator = GetComponent <Animator>(); audioPlayer = GetComponent <AudioSource>(); fireDistance = BulletCtrl._bulletMaxDistance; traceDistance = fieldOfView.viewRadius; // 추적 거리를 시야범위로 초기화 }
protected override void Awake() { base.Awake(); if (_firePorts != null) { _firePoints = new Transform[(int)EnumEquipSlot.MAX]; for (int i = 0; i < _firePoints.Length; i++) { string node = "a"; char b = (char)('a' + i); node = node.Replace('a', b); GameObject gb = Utils.GetNode(node, ThisObject); if (gb != null) { _firePoints[i] = gb.transform; } } } ObjectID.ObjectType = FC_OBJECT_TYPE.OBJ_BULLET; _bulletDisplayers = ThisObject.GetComponents <BulletDisplayer>(); if (_agents != null) { _moveAgent = _agents.GetComponent <MoveAgent>(); if (_moveAgent != null) { _moveAgent.Init(this); } } _attackInfo._hitType = AttackHitType.HurtTiny; _attackInfo._damageType = FC_DAMAGE_TYPE.NONE; _attackInfo._effectTime = 4f; if (_firePorts != null) { int i = 0; foreach (RangerAgent.FirePort fr in _firePorts) { fr.RefreshPorts(this); if (fr._portName == _firePortLifeOver) { _firePortLifeOverIdx = i; } if (fr._portName == _firePortLifeIn) { _firePortLifeInIdx = i; } i++; } } }
void Awake() { var player = GameObject.FindGameObjectWithTag("Player"); if (player != null) { playerTr = player.GetComponent <Transform>(); } enemyTr = GetComponent <Transform>(); animator = GetComponent <Animator>(); moveAgent = GetComponent <MoveAgent>(); ws = new WaitForSeconds(0.3f); }
private void Awake() { // Player 오브젝트를 씬에서 찾음 var playerObject = GameObject.FindGameObjectWithTag("Player"); if (playerObject != null) { playerTransform = playerObject.GetComponent <Transform>(); } moveAgent = GetComponent <MoveAgent>(); animator = GetComponent <Animator>(); enemyFire = GetComponent <EnemyFire>(); enemyFOV = GetComponent <EnemyFOV>(); waitSecond = new WaitForSeconds(refreshAICycle); }
void Awake() { playerTr = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform>(); sense = GetComponent <BokoblinSense>(); state = GetComponent <BokoblinState>(); attack = GetComponent <BokoblinAttack>(); agent = GetComponent <MoveAgent>(); ani = GetComponent <BokoblinAnimationCtrl>(); uiCtrl = GetComponent <EnemyUICtrl>(); ragdolls = GetComponentsInChildren <Rigidbody>(); foreach (Rigidbody bone in ragdolls) // 시작시 래그돌과 콜라이더를 꺼준다 { if (bone.GetComponent <Rigidbody>() != GetComponent <Rigidbody>()) { if (!bone.CompareTag("Weapon")) { bone.isKinematic = true; bone.GetComponent <Collider>().enabled = false; } } } (root = Selector.Make()). AddChild(ActionNode.Make(CheckState)). // 전투 AddChild(Sequence.Make(). AddChild(ActionNode.Make(IsAlert)). AddChild(ActionNode.Make(CheckMoveToFoe)). AddChild(ActionNode.Make(AttackFoe)). AddChild(ActionNode.Make(CheckFoeDead)) ). // 의심 AddChild(Selector.Make(). AddChild(ActionNode.Make(IsAlert)). AddChild(ActionNode.Make(SenseFoe)) ). // 유휴 AddChild(Selector.Make(). AddChild(ActionNode.Make(IsAlert)). AddChild(ActionNode.Make(Idle)) ); }
void Awake() { var player = GameObject.FindGameObjectWithTag("PLAYER"); //주인공 게임오브젝트 추출 if (player != null) { playerTr = player.GetComponent <Transform>(); //주인공 Transform 추출 } enemyTr = GetComponent <Transform>(); // 적 Transform 추출 animator = GetComponent <Animator>(); moveAgent = GetComponent <MoveAgent>(); enemyFire = GetComponent <EnemyFire>(); audio = GetComponent <AudioSource>(); ws = new WaitForSeconds(0.3f); //코루틴 지연시간 생성 //AI별로 다른 움직임을 가지기 위한 불규칙성 부여 animator.SetFloat(hashOffset, UnityEngine.Random.Range(0.0f, 1.0f)); //Cycle offset 값을 불규칙하게 변경 animator.SetFloat(hashWalkSpeed, UnityEngine.Random.Range(1.0f, 1.2f)); //Speed값을 불규칙하게 변경 }
private void Awake() { //주인공 게임 오브젝트 호출 var player = GameObject.FindGameObjectWithTag("Player"); //주인공의 Transform 컴포넌트 추출 if (player != null) { playerTr = player.GetComponent <Transform>(); } //적 캐릭터의 Transform 컴포넌트 추출 enemyTr = GetComponent <Transform>(); //이동을 제어하는 MoveAgent클래스를 추출 moveAgent = GetComponent <MoveAgent>(); //Animator 컴포넌트 추출 animator = GetComponent <Animator>(); //코루틴의 지연시간 생성 ws = new WaitForSeconds(0.3f); //총알 발사를 제어하는 EnemyFire 클래스를 추출 enemyFire = GetComponent <EnemyFire>(); }
public override void OnAwake() { _agent = new MoveAgent(); }
private void Awake() { moveAgent = GetComponent <MoveAgent>(); animator = GetComponent <Animator>(); enemyAttack = GetComponent <EnemyAttack>(); }
// Start is called before the first frame update void Start() { pos = new Vector2(1, 1); ma = Component.FindObjectOfType <MoveAgent>(); gs = GameObject.FindGameObjectWithTag("SceneController").gameObject.GetComponent <gridScript>(); }
private void Awake() { moveAgent = GetComponent <MoveAgent>(); anim = gameObject.GetComponent <Animator>(); }
// Use this for initialization public Unit (Vector2 coord, PlayerManager player, ResourceController jobController) { this.player = player; this.jobController = jobController; moveAgent = new MoveAgent(1.5f, coord, player, this); }
void Start() { agent = parent.GetComponent <NavMeshAgent>(); moveAgent = parent.GetComponent <MoveAgent>(); }