Example #1
0
 // Use this for initialization
 void Start()
 {
     moveBetweenPoints = gameObject.GetComponent <MoveBetweenPoints>();
     timer             = 0;
     timeToReset       = Random.Range(min, max);
     min   = 3;
     max   = 7;
     start = moveBetweenPoints.agent.transform.position;
 }
    public void spawnFish()
    {
        GameObject prefabToSpawn = prefabToSpawns[Random.Range(0, prefabToSpawns.Length)];

        //create new fish
        currentFish = Instantiate(prefabToSpawn, transform.position, Quaternion.Euler(0, 0, rotationOffset));

        //Setup waypoints
        MoveBetweenPoints moveBetweenPoints = currentFish.GetComponent <MoveBetweenPoints>();

        if (moveBetweenPoints != null)
        {
            moveBetweenPoints.targetA = targetA;
            moveBetweenPoints.targetB = targetB;
        }
    }
Example #3
0
 private void StartMovement()
 {
     if (enemySO.movementPattern.Equals(0))
     {
         movementPoints.Insert(0, transform.position);
         MoveBetweenPoints movement = new MoveBetweenPoints(gameObject, movementPoints,
                                                            enemySO.speed);
         StartCoroutine(movement.StartMoving());
     }
     else if (enemySO.movementPattern.Equals(1))
     {
         MoveToObject movement = new MoveToObject(gameObject, GameObject.FindWithTag("Player"), enemySO.speed);
         StartCoroutine(movement.StartMoving());
     }
     else if (enemySO.movementPattern.Equals(99))
     {
         //99 code is to not move
     }
 }
Example #4
0
 // Start is called before the first frame update
 void Start()
 {
     moveBetweenPoints = GetComponent <MoveBetweenPoints>();
     stunned           = false;
 }
Example #5
0
    // Update is called once per frame
    void Update()
    {
        delayTime -= Time.deltaTime;
        if (delayTime <= 0)
        {
            busy = false;
        }

        if (busy)
        {
            return;
        }

        ActionContext.canGrabBody = targets.Count > 0;

        //check if the player tries to grab a body
        if (Input.GetButtonUp("Action"))
        {
            if (!dragging)               //if we aren't currently dragging a body
            //grab the nearest body in the list of targets
            {
                float      minDist = Mathf.Infinity;
                GameObject nearest = null;
                //loop through all grabbable targets and select the closest
                foreach (GameObject obj in targets)
                {
                    float dist = (transform.position - obj.transform.position).sqrMagnitude;
                    if (dist < minDist)
                    {
                        minDist = dist;
                        nearest = obj;
                    }
                }
                draggedBody = nearest;
                if (draggedBody != null)                   //if we grabbed someone
                {
                    if (draggedBody.CompareTag("Human"))
                    {
                        audioSrc.PlayOneShot(grab);
                    }
                    busy      = true;
                    delayTime = waitTime;
                    //ignor collision and destroy their colliders
                    draggedBody.GetComponent <Rigidbody2D>().collisionDetectionMode = CollisionDetectionMode2D.None;
                    foreach (Collider2D c in draggedBody.GetComponents <Collider2D>())
                    {
                        Destroy(c);
                    }
                    BoxCollider2D box = draggedBody.AddComponent <BoxCollider2D>();
                    box.isTrigger = true;
                    //disable their behavior script
                    draggedBody.GetComponent <Behavior>().enabled = false;
                    //tag them as a body
                    draggedBody.tag = "Body";
                    //remove any movement scripts
                    MoveBetweenPoints script = draggedBody.GetComponent <MoveBetweenPoints>();
                    if (script != null)
                    {
                        Destroy(script);
                    }
                    Vision v = draggedBody.GetComponent <Vision>();
                    if (v != null)
                    {
                        v.kill();
                    }
                    //set body to ignore raycasts
                    draggedBody.layer = LayerMask.NameToLayer("Ignore Raycast");
                }
            }
            else if (draggedBody != null)                 //drop the body
            {
                audioSrc.PlayOneShot(drop);
                draggedBody.layer = 0;
                if (van.kill(draggedBody))                    //try to drop them in the van
                {
                    targets.Remove(draggedBody);              //remove them from the list of things that can be grabbed
                    Destroy(draggedBody);
                }
                else                     //if not, drop them on the floor
                {
                    draggedBody.GetComponent <Rigidbody2D>().collisionDetectionMode = CollisionDetectionMode2D.Continuous;
                }
                draggedBody = null;
            }
        }

        dragging = draggedBody != null;         //check if we're carrying anything

        ActionContext.carryingBody = dragging;

        //set velocity direction from input
        velocity.Set(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"), 0);
        velocity.Normalize();          //normalize speed to a unit vector
        if (dragging)
        {
            velocity = velocity * 0.33f;             //slow down the player if they're carrying a body
        }

        //calculate the vector from the player's position to the mouse
        Vector3 direction = Camera.main.ScreenToWorldPoint(Input.mousePosition) - transform.position;

        rotation = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;          //find the angle of the direction vector

        anim.SetBool("Walking", velocity.sqrMagnitude > 0);
        anim.SetBool("Grabbing", dragging);
    }
Example #6
0
 void Start()
 {
     audio    = GetComponent <AudioSource>();
     anim     = GetComponent <Animator>();
     movement = GetComponent <MoveBetweenPoints>();
 }