Inheritance: MonoBehaviour
 private void Start()
 {
     chaser    = GetComponent <Chaser>();
     patroller = GetComponent <Patroller>();
     rotator   = GetComponent <Rotator>();
     Patrol();
 }
Example #2
0
        public async Task UpdatePatroller(Patroller p)
        {
            using (var sqlConnection = new SqlConnection(connectionString))
            {
                await sqlConnection.OpenAsync();

                var dynamicParameters = new DynamicParameters();


                dynamicParameters.Add("@skipatrolNumber", p.SkipatrolNumber);
                dynamicParameters.Add("@lastName", p.LastName);
                dynamicParameters.Add("@firstName", p.FirstName);
                dynamicParameters.Add("@patrolKey", p.PatrolKey);
                dynamicParameters.Add("@patrolType", p.PatrolType);
                dynamicParameters.Add("@priPhId", p.PriPhId);
                dynamicParameters.Add("@eMail", p.EMail);
                dynamicParameters.Add("@streetAddress", p.StreetAddress);
                dynamicParameters.Add("@city", p.City);
                dynamicParameters.Add("@state", p.State);
                dynamicParameters.Add("@zip", p.Zip);
                dynamicParameters.Add("@partner", p.Partner);
                dynamicParameters.Add("@family", p.Family);
                dynamicParameters.Add("@joinYear", p.JoinYear);
                dynamicParameters.Add("@pictureLink", p.PictureLink);

                await sqlConnection.ExecuteAsync(
                    "spUpdatePatroller",
                    dynamicParameters,
                    commandType : CommandType.StoredProcedure);
            }
        }
Example #3
0
 private void Start()
 {
     chaser            = GetComponent <Chaser>();
     patroller         = GetComponent <Patroller>();
     chaser.enabled    = false;
     patroller.enabled = true;
 }
Example #4
0
    public override void Init(Enemy enemy)
    {
        if (enemy is Patroller)
        {
            p       = enemy as Patroller;
            points  = p.Positions;
            p.Index = 0;
            data    = p.MoveData;
            p.Hit   = false;
        }

        if (Collider)
        {
            Hitter h = enemy as Hitter;
            if (h != null)
            {
                h.OnHit += () => { Hit(); }
            }
            ;
        }
        else
        {
            Trigger trg = enemy as Trigger;
            if (trg != null)
            {
                trg.OnTrigger += () => { Hit(); trg.Animator.SetTrigger("Hit"); trg.Entered = false; }
            }
            ;
        }

        rb = enemy.Rb;
        tr = enemy.Tr;
    }
Example #5
0
 // Start is called before the first frame update
 void Start()
 {
     parentActiveAtStart = GetComponentInParent <Patroller>();
     originalIntensity   = GetComponent <Light>().intensity;
     if (!parentActiveAtStart.active)
     {
         GetComponent <Light>().intensity = 0.0f;
     }
 }
    public Patroller_SearchState(PatrollerFSM stateMachine, Patroller patroller)
    {
        _stateMachine = stateMachine;
        _patroller    = patroller;
        _data         = patroller.Data;

        _movement  = patroller.Movement;
        _playerLOS = patroller.PlayerDetector.PlayerLOS;
    }
 void Awake()
 {
     hunter       = GetComponent <Hunter>();
     shooter      = GetComponent <Shooter>();
     detector     = GetComponent <Detector>();
     patroller    = GetComponent <Patroller>();
     charMovement = GetComponent <CharacterMovement>();
     Assert.AreNotEqual(charMovement, null, "Drone Controller did not find Character Movement");
 }
    public Patroller_HitState(PatrollerFSM stateMachine, Patroller patroller)
    {
        _stateMachine = stateMachine;
        _patroller    = patroller;

        _movement   = patroller.Movement;
        _playerLOS  = patroller.PlayerDetector.PlayerLOS;
        _receiveHit = patroller.ReceiveHit;
    }
Example #9
0
    private GameObject _detectedGraphic;    // graphic icon that communicates detect state

    public Patroller_PlayerDetectedState(PatrollerFSM stateMachine, Patroller patroller)
    {
        _stateMachine = stateMachine;
        _patroller    = patroller;
        _data         = patroller.Data;

        _playerLOS          = patroller.PlayerDetector.PlayerLOS;
        _closeRangeDetector = patroller.PlayerDetector.PlayerClose;
        _detectedGraphic    = patroller.DetectedGraphic;
    }
        public void LoadTo(Patroller patroller)
        {
            if (patroller.gameObject.name.ToString() != name)
            {
                Debug.LogError("No such Silo found to load.");
                return;
            }

            patroller.currentPatrolPoint = patrolPoint;
        }
    public Patroller_AttackState(PatrollerFSM stateMachine, Patroller patroller)
    {
        _stateMachine = stateMachine;
        _patroller    = patroller;
        _data         = patroller.Data;

        _movement        = patroller.Movement;
        _playerLOS       = patroller.PlayerDetector.PlayerLOS;
        _hitVolume       = patroller.HitVolume;
        _detectedGraphic = patroller.DetectedGraphic;
    }
Example #12
0
        protected override void Awake()
        {
            base.Awake();

            chaser    = Utils.GetRequiredComponent <Chaser>(this);
            patroller = Utils.GetRequiredComponent <Patroller>(this);
            waiter    = Utils.GetRequiredComponent <Waiter>(this);

            agent = Utils.GetRequiredComponent <NavMeshAgent>(this);
            anim  = Utils.GetRequiredComponentInChildren <Animator>(this);
        }
Example #13
0
        protected override void Awake()
        {
            base.Awake();

            chaser    = Utils.GetRequiredComponent <Chaser>(this);
            responder = Utils.GetRequiredComponent <Responder>(this);
            searcher  = Utils.GetRequiredComponent <Searcher>(this);
            patroller = Utils.GetRequiredComponent <Patroller>(this);
            waiter    = Utils.GetRequiredComponent <Waiter>(this);
            animator  = Utils.GetRequiredComponentInChildren <Animator>(this);
            enemy     = Utils.GetRequiredComponent <Enemy>(this);
        }
Example #14
0
    public Patroller_MoveState(PatrollerFSM stateMachine, Patroller patroller)
    {
        _stateMachine = stateMachine;
        _patroller    = patroller;
        _data         = patroller.Data;

        _movement              = patroller.Movement;
        _playerLOS             = patroller.PlayerDetector.PlayerLOS;
        _wallDetector          = patroller.EnvironmentDetector.WallDetector;
        _groundDetector        = patroller.EnvironmentDetector.GroundDetector;
        _groundInFrontDetector = patroller.EnvironmentDetector.GroundInFrontDetector;
    }
Example #15
0
    protected override void Awake()
    {
        base.Awake();

        enemy     = Utils.GetRequiredComponent <Enemy>(this);
        chaser    = Utils.GetRequiredComponent <Chaser>(this);
        responder = Utils.GetRequiredComponent <Responder>(this);
        waiter    = Utils.GetRequiredComponent <Waiter>(this);
        patroller = Utils.GetRequiredComponent <Patroller>(this);

        animator = Utils.GetRequiredComponentInChildren <Animator>(this);

        originPosition = transform.position;
        originRotation = transform.rotation;
    }
Example #16
0
 private void Awake()
 {
     _patroller  = GetComponent <Patroller>();
     _health     = _patroller.Health;
     _receiveHit = _patroller.ReceiveHit;
     // create states
     IdleState           = new Patroller_IdleState(this, _patroller);
     MoveState           = new Patroller_MoveState(this, _patroller);
     PlayerDetectedState = new Patroller_PlayerDetectedState(this, _patroller);
     ChargeState         = new Patroller_ChargeState(this, _patroller);
     SearchState         = new Patroller_SearchState(this, _patroller);
     AttackState         = new Patroller_AttackState(this, _patroller);
     HitState            = new Patroller_HitState(this, _patroller);
     DeadState           = new Patroller_DeadState(this, _patroller);
 }
 // Start is called before the first frame update
 void Start()
 {
     patroller = gameObject.GetComponent <Patroller>();
     patroller.WalkPath();
 }
 public SerializablePatroller(Patroller patroller)
 {
     name        = patroller.gameObject.name.ToString();
     patrolPoint = patroller.currentPatrolPoint;
 }
 //[Authorize]
 public async Task Put(int skiPatrolNumber, [FromBody] Patroller patroller)
 {
     await this.patrollerDataProvider.UpdatePatroller(patroller);
 }
 public async Task Post([FromBody] Patroller patroller)
 {
     await this.patrollerDataProvider.AddPatroller(patroller);
 }
 public Patroller_DeadState(PatrollerFSM stateMachine, Patroller patroller)
 {
     _stateMachine = stateMachine;
     _patroller    = patroller;
     _data         = patroller.Data;
 }
 private void Start()
 {
     _rigidBody = GetComponent <Rigidbody2D>();
     _patroller = GetComponent <Patroller>();
 }
Example #23
0
 void Start()
 {
     p = transform.root.GetComponent <Patroller>();
 }
Example #24
0
    public void Patrol()
    {
        Patroller patroller = GetComponent <Patroller>(); //should be on same gameobject

        patroller.StartPatrol(patrol[0]);
    }