// Use this for initialization void Start() { graph = new Pathfinding(); graph.Load("PathfindingRodrigueTest"); graph.setNeighbors(); target = GameObject.FindGameObjectWithTag("Target"); road = PathfindingManager.GetInstance().GetRoad(transform.position, target.transform.position, graph); road = PathfindingManager.GetInstance().SmoothRoad(road); canShoot = true; //targetPossible = GameObject.FindGameObjectsWithTag("Target"); //foreach (GameObject temp in targetPossible) //{ // if (temp != this.gameObject) // { // //if(temp.transform.parent.GetComponent<TeamNumber>().teamName != "RektByRodrigue") // //{ // listOfTarget.Add(temp); // //} // } //} ////InvokeRepeating("GetTarget", 0.5f, 0.5f); //currentTarget = targetPossible[0]; spawnPoint = transform.position; rateOfFire = 1; //InvokeRepeating("FindTarget", 0.1f, 0.1f); InvokeRepeating("UpdateRoad", 0.5f, 0.5f); }
public JordanMoveTask() { //Select your pathfinding graph = new Pathfinding(); graph.Load("Windywyll"); graph.setNeighbors(); delayTimerUpdateRoad = 1.0f; startTimerUpdateRoad = Time.time; }
// Use this for initialization void Start() { //Select your pathfinding graph = new Pathfinding(); graph.Load("BenoitV"); graph.setNeighbors(); // road = PathfindingManager.GetInstance().GetRoad(transform.position, target.transform.position,graph); InvokeRepeating("UpdateRoad", 0.5f,1f); Debug.Log(PathfindingManager.GetInstance().test); }
// Use this for initialization void Start() { //Select your pathfinding graph = new Pathfinding(); graph.Load("PoulpeNavMesh"); graph.setNeighbors(); // target = GameObject.FindGameObjectWithTag("Target"); road = PathfindingManager.GetInstance().GetRoad(transform.position, target.transform.position,graph); InvokeRepeating("UpdateRoad", 0.5f, 0.5f); Debug.Log(PathfindingManager.GetInstance().test); }
public SW_Walk(int id, float pSpeed, float pRange, string graphName) : base(id) { target = TeamManagerWill.instance.mainTarget; closeEnoughRange = pRange; speed = pSpeed; graph = new Pathfinding(); graph.Load(graphName); graph.setNeighbors(); player = TeamManagerWill.instance.members[idAgent].gameObject; playerController = player.GetComponent<CharacterController>(); road = PathfindingManager.GetInstance().GetRoad(player.transform.position, target.transform.position, graph); road = PathfindingManager.GetInstance().SmoothRoad(road); }
// Use this for initialization void Start() { //Select your pathfinding graph = new Pathfinding(); graph.Load("Windywyll"); graph.setNeighbors(); // GameObject[] temp = GameObject.FindGameObjectsWithTag("Target"); enemies = new List<GameObject>(temp); enemies.Remove(gameObject); target = enemies[Random.Range(0, enemies.Count)]; road = PathfindingManager.GetInstance().GetRoad(transform.position, target.transform.position, graph); InvokeRepeating("UpdateRoad", 0.5f, 0.5f); Debug.Log(PathfindingManager.GetInstance().test); }
// Use this for initialization void Start() { //theStateMachine = new StateMachineAntoine(gameObject); graph = new Pathfinding(); graph.Load("antoinePathFinding"); graph.setNeighbors(); SpawnPos = transform.position; //int rand = Random.Range(0, nodes.transform.childCount - 1); //target = nodes.transform.GetChild(rand).gameObject; //PathPoint = points[index].transform.position; enemies = GameObject.FindGameObjectsWithTag("Target"); for (int i = 0; i < enemies.Length; i++) { if (enemies[i] == gameObject) { enemies[i] = null; } else if (enemies[i] == bro1) { enemies[i] = null; } else if (enemies[i] == bro2) { enemies[i] = null; } } InvokeRepeating("ChangeColor", 0.5f, 0.1f); InvokeRepeating("FindNewTarget", 0f, 0.5f); InvokeRepeating("Calc", 0f, 1.0f); isMoving = false; isShooting = false; canShoot = true; bullet = Resources.Load("Bullet") as GameObject; finished = false; decisionTree = new SelectorAntoine(); SequenceAntoine s1 = new SequenceAntoine(); FiltreAntoine f1 = new FiltreAntoine(DelegateInvertBool); TaskAntoineDelegate delegateSeePlayer = new TaskAntoineDelegate(HaveTarget); SelectorAntoine se1 = new SelectorAntoine(); SequenceAntoine s2 = new SequenceAntoine(); TaskAntoineDelegate delegateCanShoot = new TaskAntoineDelegate(GetCanShootDelegate); TaskAntoineDelegate delegateShootBullet = new TaskAntoineDelegate(ShootBullet); TaskAntoineDelegate delegateDodge = new TaskAntoineDelegate(DelegateDodge); SelectorAntoine se2 = new SelectorAntoine(); SequenceAntoine s4 = new SequenceAntoine(); TaskAntoineDelegate delegateDistance = new TaskAntoineDelegate(DelegateDistance); TaskAntoineDelegate delegateChase = new TaskAntoineDelegate(DelegateChase); TaskAntoineDelegate delegatePatrol = new TaskAntoineDelegate(DelegatePatrol); decisionTree.AddNode(s1); decisionTree.AddNode(se2); //s1.AddNode(f1); s1.AddNode(delegateSeePlayer); s1.AddNode(se1); // f1.AddNode(delegateSeePlayer); se1.AddNode(s2); se1.AddNode(delegateDodge); s2.AddNode(delegateCanShoot); s2.AddNode(delegateShootBullet); se2.AddNode(s4); se2.AddNode(delegatePatrol); s4.AddNode(delegateDistance); s4.AddNode(delegateChase); }
// Use this for initialization void Start() { agent = GetComponent<NavMeshAgent>(); graph = new Pathfinding(); graph.Load("benPath"); graph.setNeighbors(); bulletSpeed = bullet.GetComponent<bulletScript>().speed; shootSequence.AddTask(new BenjaminBehaviorTree.ChooseTargetTask(this)); shootSequence.AddTask(new BenjaminBehaviorTree.CanShootCondition(this)); shootSequence.AddTask(new BenjaminBehaviorTree.ShootTask(this)); moveToTarget.AddTask(new BenjaminBehaviorTree.IsTargetValidCondition(this)); moveToTarget.AddTask(new BenjaminBehaviorTree.MoveToTask(this)); //moveToRandom.AddTask(new GetRandomNavigationPointTask(this)); //moveToRandom.AddTask(new MoveToTask(this)); behaviorTree.AddTask(shootSequence); behaviorTree.AddTask(moveToTarget); //behaviorTree.AddTask(moveToRandom); spawn = transform.position; Debug.Log("start"); Debug.Log(1 << 20); InvokeRepeating("UpdateRoad", 0f, 0.5f); }
// Use this for initialization void Start() { //Select your pathfinding graph = new Pathfinding(); graph.Load("benPath"); graph.setNeighbors(); // RefreshTargets(); target = targets[Random.Range(0, targets.Count)]; sm = new StateMachine(); sm.controller = gameObject; sm.SetCurrentState(new MoveToState()); spawn = transform.position; /* //Select your pathfinding graph = new Pathfinding(); graph.Load(PlayerPrefs.GetString("Pierre")); graph.setNeighbors(); // target = GameObject.FindGameObjectWithTag("Target"); road = PathfindingManager.GetInstance().GetRoad(transform.position, target.transform.position, graph); Debug.Log(PathfindingManager.GetInstance().test); */ }