void OnTriggerEnter(Collider collidee)
    {
        if (collidee.tag.Equals("enemy"))
        {
            bool hasEnemies = false;
            
            hitColliders = Physics.OverlapSphere(gameObject.transform.position, explosionradius);
            int i = 0;
            while (i < hitColliders.Length)
            {
                if (hitColliders[i].tag == "enemy")
                {
                    enemy = hitColliders[i].GetComponentInParent<NavAgent>();
                    enemy.takeDamage(dmg);
                    Debug.Log("DESTROY THAT SHIT");
                    hasEnemies = true;
                }
                i++;
            }
            if (hasEnemies)
            {
                Destroy(gameObject);
            }
        }

    }
 public void Initialize(NavAgent agent)
 {
     this.mAgent = agent;
     mCrowdDebug = null;
     mCorners    = null;
     mCorridor   = null;
 }
    /// <summary>
    /// Runs the wave.
    /// </summary>
    /// <returns>The wave.</returns>
    private IEnumerator RunWave()
    {
        foreach (GameObject enemy in nextWave.enemies)
        {
            GameObject prefab = null;
            prefab = enemy;
            // If enemy prefab not specified - get random enemy
            if (prefab == null)
            {
                prefab = enemyPrefabs[Random.Range(0, enemyPrefabs.Count)];
            }
            // Create enemy
            GameObject newEnemy = Instantiate(prefab, transform.position, transform.rotation);
            newEnemy.GetComponent <AiStatePatrol>().path = path;
            NavAgent agent = newEnemy.GetComponent <NavAgent>();
            // Set speed offset
            agent.Speed = Random.Range(agent.Speed * (1f - speedRandomizer), agent.Speed * (1f + speedRandomizer));
            // Add enemy to list
            activeEnemies.Add(newEnemy);
            NetworkServer.Spawn(newEnemy);
            // Set pathway

            // Wait for delay before next enemy run
            yield return(new WaitForSeconds(unitSpawnDelay));
        }
        GetNextWave();
    }
    private void RecalcNavAgentPath(NavAgent agent, Vector2?destination)
    {
        if (destination.HasValue == false)
        {
            agent.UpdatePath(null);
            lastCalculatedDestinations[agent] = null;
            return;
        }
        // If the new destination is not far enough apart from the last one -> do nothing
        if (lastCalculatedDestinations.TryGetValue(agent, out Vector2? lastDestination))
        {
            if (lastDestination.HasValue)
            {
                if (Vector2.Distance(destination.Value, lastDestination.Value) < pathRecalculationThreshold)
                {
                    return;
                }
            }
        }
        Vector2         agentPos = agent.transform.position;
        IList <Vector2> newPath  = GetPathTo(agentPos, destination.Value);

        agent.UpdatePath(newPath);
        lastCalculatedDestinations[agent] = destination;
    }
Example #5
0
    /// <summary>
    /// Adds a new agent to the scene
    /// </summary>
    public NavAgent Spawn(Vector3 position)
    {
        int      index = Random.Range(0, agentsToSpawn.Count);
        NavAgent agent = Poolable.TryGetPoolable <NavAgent>(
            agentsToSpawn[index].gameObject);

        agent.transform.localScale = Vector3.one * world.scale;
        agent.transform.rotation   = world.transform.rotation;
        agent.transform.position   = position;
        agent.gameObject.SetActive(true);

        NavAgentArchetype archetype            = agent.configuration.archetype;
        int archetypeIndex                     = agentManager.archetypes.IndexOf(archetype);
        NativeArray <AgentBehaviors> behaviors = agentManager.agentBehaviors[archetypeIndex];

        // set the agent's navigation behaviors
        AgentBehaviors flags = AgentBehaviors.Active
                               | AgentBehaviors.Queueing
                               | AgentBehaviors.Avoiding
                               | AgentBehaviors.Seeking;

        NativeSlice <AgentBehaviors> slice      = behaviors.Slice(agent.index, 1);
        SetAgentBehaviors            activation = new SetAgentBehaviors()
        {
            flags = flags, behaviors = slice
        };

        activation.Schedule(1, 1).Complete();

        return(agent);
    }
Example #6
0
 public void Stop()
 {
     if (IsNavRunning())
     {
         NavAgent.SetDestination(base.transform.position);
     }
 }
Example #7
0
    public void CmdSpawnMob(string mobPrefabName)
    {
        //Dictionary<NetworkHash128, GameObject> prefabs = ClientScene.prefabs;
        List <GameObject> prefabs = GameObject.Find("NetworkManager").GetComponent <NetworkManagerCustom>().spawnPrefabs;
        GameObject        mob     = null;

        foreach (GameObject t in prefabs)
        {
            if (mobPrefabName == t.name)
            {
                mob = t;
                break;
            }
        }

        //GameObject baseTower = NetworkServer.FindLocalObject(towerId);
        GameObject sp     = GameObject.FindWithTag("Spawn");
        GameObject newMob = (GameObject)Instantiate(mob, sp.transform.position, sp.transform.rotation);

        newMob.GetComponent <AiStatePatrol>().path = GameObject.FindWithTag("Path").GetComponent <Pathway>();
        NavAgent agent = newMob.GetComponent <NavAgent>();

        float speedRandomizer = 0.2f;

        agent.Speed = Random.Range(agent.Speed * (1f - speedRandomizer), agent.Speed * (1f + speedRandomizer));
        NetworkServer.Spawn(newMob);
    }
Example #8
0
 private void Awake()
 {
     pathfinder    = GameObject.FindObjectOfType <PathfinderAStar>();
     pathRequester = GameObject.FindObjectOfType <PathRequester>();
     navAgent      = GetComponent <NavAgent>();
     parentAICore  = GetComponent <AICore>();
 }
Example #9
0
 private void Awake()
 {
     pathFinder = GetComponent <NavAgent>();
     pathFinder.OnDestinationReached      += PathFinder_OnDestinationReached;
     wayPointController.OnWayPointChanged += WayPointController_OnWayPointChanged;
     enemyPlayer.OnTargetSelected         += EnemyPlayer_OnTargetSelected;
 }
Example #10
0
    private IEnumerator RunWave(int waveIdx)
    {
        if (waves.Count > waveIdx)
        {
            yield return(new WaitForSeconds(waves[waveIdx].delayBeforeWave));

            foreach (GameObject enemy in waves[waveIdx].enemies)
            {
                GameObject prefab = null;
                prefab = enemy;
                //如果未指定,随机生成
                if (prefab == null && randomEnemiesList.Count > 0)
                {
                    prefab = randomEnemiesList[Random.Range(0, randomEnemiesList.Count)];
                }
                if (prefab == null)
                {
                    Debug.LogError("NO ENEMY PREFAB!");
                }
                //创建敌人
                GameObject newEnemy = Instantiate(prefab, transform.position, transform.rotation);
                //设置路径
                newEnemy.GetComponent <AIStatePatrol>().pathway = pathway;
                NavAgent agent = newEnemy.GetComponent <NavAgent>();
                agent.speed = Random.Range(agent.speed * (1f - speedRandomizer), agent.speed * (1f + speedRandomizer));
                //把创建的敌人添加的行动列表中
                activeEnemies.Add(newEnemy);
                yield return(new WaitForSeconds(unitSpawnDelay));
            }
            if (waveIdx + 1 == waves.Count)
            {
                finished = true;
            }
        }
    }
 void Awake()
 {
     myEnemy        = GetComponentInParent <Enemy>();
     myNavAgent     = GetComponentInParent <NavAgent>();
     myNavMeshAgent = GetComponentInParent <NavMeshAgent>();
     //AIEyes = GetComponentInChildren<ID_AI_Eyes>().gameObject;
 }
Example #12
0
 /// <summary>
 /// Awake this instance.
 /// </summary>
 void Awake()
 {
     aiBehavior = GetComponent <AiBehavior>();
     navAgent   = GetComponent <NavAgent>();
     anim       = GetComponentInParent <Animation>();
     Debug.Assert(aiBehavior && navAgent, "Wrong initial parameters");
 }
Example #13
0
 // Use this for initialization
 void Start()
 {
     target = PlayerManager.instance.player.transform;
     agent  = GetComponent <NavAgent>();
     combat = GetComponent <CharacterCombat>();
     stats  = GetComponent <CharacterStats>();
 }
Example #14
0
 /**
  * This method moves the enemy towards the player
  */
 public void ChasePlayer()
 {
     //Health check
     if (health > 0)
     {
         NavAgent.SetDestination(Target.position);
     }
 }
Example #15
0
 // Update is called once per frame
 public virtual void Update()
 {
     if (Vector3.Distance(NavAgent.destination, transform.position) < WANDER_GIMME)
     {
         NavAgent.ResetPath();
     }
     CurrentTask.Update(this);
 }
Example #16
0
 /// <summary>
 /// How the AI unit reacts to sensor stimuli, manages its perception level etc. Acts as a hub, connecting behaviours.
 /// </summary>
 // Start is called before the first frame update
 private void Awake()
 {
     pathfinder    = GameObject.FindObjectOfType <PathfinderAStar>();
     pathRequester = GameObject.FindObjectOfType <PathRequester>();
     navAgent      = GetComponent <NavAgent>();
     patrol        = GetComponent <Patrol>();
     unit          = GetComponent <Unit>();
 }
Example #17
0
 /// <summary>
 /// Awake this instance.
 /// </summary>
 void Awake()
 {
     aiBehavior   = GetComponent <AiBehavior>();
     meleeAttack  = GetComponentInChildren <AttackMelee>() as IAttack;
     rangedAttack = GetComponentInChildren <AttackRanged>();
     nav          = GetComponent <NavAgent>();
     Debug.Assert((aiBehavior != null) && ((meleeAttack != null) || (rangedAttack != null)), "Wrong initial parameters");
 }
Example #18
0
 void Start()
 {
     pathFinder                 = GetComponent <NavAgent>();
     pathFinder.Agent.speed     = walkSpeed;
     playerScanner.OnScanReady += Scanner_OnScanReady;
     Scanner_OnScanReady();
     enemyState.OnModeChanged += EnemyState_OnModeChanged;
 }
Example #19
0
 public override void Awake()
 {
     base.Awake();
     attackMelee = GetComponentInChildren <AttackMelee>() as Attack;
     attackRange = GetComponentInChildren <AttackRange>() as Attack;
     navAgent    = GetComponent <NavAgent>();
     Debug.Assert(attackMelee != null || attackRange != null, "Wrong initial parameters");
 }
Example #20
0
 /// <summary>
 /// Awake this instance.
 /// </summary>
 void Awake()
 {
     if (navAgent == null)
     {
         // Try to find navigation agent for this object
         navAgent = GetComponentInChildren <NavAgent>();
     }
 }
 /// <summary>
 /// Awake this instance.
 /// </summary>
 public override void Awake()
 {
     base.Awake();
     meleeAttack  = GetComponentInChildren <AttackMelee>() as IAttack;
     rangedAttack = GetComponentInChildren <AttackRanged>() as IAttack;
     nav          = GetComponent <NavAgent>();
     Debug.Assert(meleeAttack != null || rangedAttack != null, "Wrong initial parameters");
 }
Example #22
0
    void TraceHalfPlane(NavAgent agent, HalfPlane halfPlane)
    {
        Vector3 start   = new Vector3(agent.transform.position.x, 1.0f, agent.transform.position.z) + new Vector3(halfPlane.p.x, 0.0f, halfPlane.p.y);
        Vector2 lineDir = Vector2.Perpendicular(halfPlane.n);

        Debug.DrawLine(start, start + 30.0f * new Vector3(lineDir.x, 0, lineDir.y), Color.yellow);
        Debug.DrawLine(start, start - 30.0f * new Vector3(lineDir.x, 0, lineDir.y), Color.yellow);
        Debug.DrawLine(start, start + 5.0f * new Vector3(halfPlane.n.x, 0, halfPlane.n.y), Color.cyan);
    }
Example #23
0
 public virtual void InitializePathAgent()
 {
     if (pathAgent == null)
     {
         pathAgent = new NavAgent(this);
         pathAgent.SetPathType(PathType.Ground);
         pathAgent.SetPosition(position);
     }
 }
 public void UnregisterAgent(NavAgent agent)
 {
     if (agent == null)
     {
         return;
     }
     agents.Remove(agent);
     lastCalculatedDestinations.Remove(agent);
 }
Example #25
0
 /**
  * This method moves the enemy towards a random position inside the search radius
  */
 public void IdleMove()
 {
     //Health check
     if (health > 0)
     {
         NavAgent.SetDestination(RandomNavmeshLocation(idleSearchRadius));
         Timer = 0;
     }
 }
 public void RegisterAgent(NavAgent agent)
 {
     if (agent == null)
     {
         return;
     }
     agents.Add(agent);
     agent.OnDestinationChanged += RecalcNavAgentPath;
 }
Example #27
0
 public void Walk(Vector3 direction)
 {
     if (NavAgent == null)
     {
         Vector3 translate = transform.position + direction * walkSpeed * Time.deltaTime;
         TryMove(translate, collisionMask);
         return;
     }
     NavAgent.SetDestination(transform.position + direction * walkSpeed);
 }
Example #28
0
 public void scareLocation(NavAgent person) {
     //target.position = coords;
     //target.position = new Vector3(8.18F, 11.35F, 0.59F);
     if (true) {
         timing2 = true;
         person.setTarget(target.position);
         person.setView(target.position);
     }
     
 }
Example #29
0
    public void scareLocation(NavAgent person)
    {
        //target.position = coords;
        //target.position = new Vector3(8.18F, 11.35F, 0.59F);
        if (true) {

            person.setTarget(person.getCenter());
            person.setView(this.GetComponent<Transform>().position);
        }
    }
Example #30
0
    public bool TryMoveTo(Port port)
    {
        bool res = navAgent.MoveTo(port.CornerPosition, NavAgent.ToInt(port.CornerPosition));

        if (res)
        {
            Target = port;
        }
        return(res);
    }
Example #31
0
    /// <summary>
    /// Runs the wave.
    /// </summary>
    /// <returns>The wave.</returns>
    private IEnumerator RunWave(int waveIdx)
    {
        if (waves.Count > waveIdx)
        {
            yield return(new WaitForSeconds(waves[waveIdx].delayBeforeWave));

            while (endlessWave == true)
            {
                GameObject prefab = randomEnemiesList[Random.Range(0, randomEnemiesList.Count)];
                // Create enemy
                GameObject newEnemy = Instantiate(prefab, transform.position, transform.rotation);
                newEnemy.name = prefab.name;
                // Set pathway
                newEnemy.GetComponent <AiStatePatrol>().path = path;
                NavAgent agent = newEnemy.GetComponent <NavAgent>();
                // Set speed offset
                agent.speed = Random.Range(agent.speed * (1f - speedRandomizer), agent.speed * (1f + speedRandomizer));
                // Add enemy to list
                activeEnemies.Add(newEnemy);
                // Wait for delay before next enemy run
                yield return(new WaitForSeconds(unitSpawnDelay));
            }

            foreach (GameObject enemy in waves[waveIdx].enemies)
            {
                GameObject prefab = null;
                prefab = enemy;
                // If enemy prefab not specified - spawn random enemy
                if (prefab == null && randomEnemiesList.Count > 0)
                {
                    prefab = randomEnemiesList[Random.Range(0, randomEnemiesList.Count)];
                }
                if (prefab == null)
                {
                    Debug.LogError("Have no enemy prefab. Please specify enemies in Level Manager or in Spawn Point");
                }
                // Create enemy
                GameObject newEnemy = Instantiate(prefab, transform.position, transform.rotation);
                newEnemy.name = prefab.name;
                // Set pathway
                newEnemy.GetComponent <AiStatePatrol>().path = path;
                NavAgent agent = newEnemy.GetComponent <NavAgent>();
                // Set speed offset
                agent.speed = Random.Range(agent.speed * (1f - speedRandomizer), agent.speed * (1f + speedRandomizer));
                // Add enemy to list
                activeEnemies.Add(newEnemy);
                // Wait for delay before next enemy run
                yield return(new WaitForSeconds(unitSpawnDelay));
            }
            if (waveIdx + 1 == waves.Count)
            {
                finished = true;
            }
        }
    }
Example #32
0
        protected override void OnUpdate()
        {
            if (Time.ElapsedTime > _nextUpdate && _lastSpawned != _spawned)
            {
                _nextUpdate      = (float)Time.ElapsedTime + 0.5f;
                _lastSpawned     = _spawned;
                SpawnedText.text = $"Spawned: {_spawned} people";
            }

            if (GetSpawner().Renderers.Length == 0)
            {
                return;
            }

            if (_buildings.ResidentialBuildings.Length == 0)
            {
                return;
            }

            var pendings   = GetComponentDataFromEntity <PendingSpawn>();
            var entities   = _spawnQuery.ToEntityArray(Allocator.TempJob);
            var rootEntity = entities[0];

            var spawnData = pendings[rootEntity];

            PendingSpawn         = spawnData.Quantity;
            spawnData.Quantity   = 0;
            pendings[rootEntity] = spawnData;
            var manager = EntityManager;

            for (var i = 0; i < PendingSpawn; i++)
            {
                _spawned++;
                var position = _buildings.GetResidentialBuilding();
                var entity   = manager.CreateEntity(_agentArch);
                var navAgent = new NavAgent(
                    position,
                    Quaternion.identity,
                    spawnData.AgentStoppingDistance,
                    spawnData.AgentMoveSpeed,
                    spawnData.AgentAcceleration,
                    spawnData.AgentRotationSpeed,
                    spawnData.AgentAreaMask
                    );
                // optional if set on the archetype
                // manager.SetComponentData (entity, new Position { Value = position });
                manager.SetComponentData(entity, navAgent);
                // optional for avoidance
                // var navAvoidance = new NavAgentAvoidance(2f);
                // manager.SetComponentData(entity, navAvoidance);
                manager.AddSharedComponentData(entity, GetSpawner().Renderers[UnityEngine.Random.Range(0, GetSpawner().Renderers.Length)].Value);
            }

            entities.Dispose();
        }
Example #33
0
 public void SetState(Type pState)
 {
     Debug.Log("Switching state to:" + pState.FullName);
     EnteredNewState = true;
     if (NavAgent.isOnNavMesh)
     {
         NavAgent.Stop();
     }
     SetSeeTarget();
     _state = _stateCache[pState];
 }
Example #34
0
    protected override void Awake()
    {
        base.Awake();

        // get references
        myNavAgent = GetComponent<NavAgent>();
        attackManager = GetComponent<AttackManager>();
        attackManager.Initialize(this);

        // set up
        myHealth.Initialize();
    }
    void OnTriggerEnter(Collider collidee)
    {
        if (Time.time > nextfire && collidee.tag == "enemy" && ammo >= 0)
        {
            enemy = collidee.GetComponentInParent<NavAgent>();
            enemy.takeDamage(dmg);
            nextfire = Time.time + firerate;
            Debug.Log("Murder stuff");
            ammo--;
        }
        if(ammo <= 0)
        {
            Destroy(gameObject);

        }
    }
Example #36
0
 public void scarePerson(NavAgent person) {
     if ( true) {
         person.scared(color);
         timing = true;
     }
 }
Example #37
0
    void Awake()
    {
        // get references
        myGameObject = gameObject;
        myTransform = transform;
        myGravity = GetComponent<PlanetAlign>();
        myNavAgent = GetComponent<NavAgent>();
        myRenderer = GetComponentInChildren<Renderer>();
        myRenderer.enabled = false;
        myAnimation = animation;
        myAlign = GetComponent<PlanetAlign>();

        if (CoreStash == null)
        {
            CoreStash = new Object_Recycler(RobotCore_Prefab);
        }

        // set events
        Level_Manager.main.GameOverEvent += GameOver;

        PlayerTransform = GameObject.Find("Gemini").transform;
        myAnimation["Punch"].normalizedSpeed = 1.5f;
    }
Example #38
0
 public void scarePerson(NavAgent person)
 {
     person.scared(scareVal);
         timing = true;
         usedTime = timer + 0.01f;
         coolWindow = timer + 0.01f;
         usedWindow = true;
         cooldownBool = true;
 }