private void Start() { chaser = GetComponent <Chaser>(); patroller = GetComponent <Patroller>(); rotator = GetComponent <Rotator>(); Patrol(); }
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); } }
private void Start() { chaser = GetComponent <Chaser>(); patroller = GetComponent <Patroller>(); chaser.enabled = false; patroller.enabled = true; }
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; }
// 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; }
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; }
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); }
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); }
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; }
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; }
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>(); }
void Start() { p = transform.root.GetComponent <Patroller>(); }
public void Patrol() { Patroller patroller = GetComponent <Patroller>(); //should be on same gameobject patroller.StartPatrol(patrol[0]); }