void Init(int width, int height) { this.width = width; this.height = height; playerDetector = new PlayerDetector(width, height, mapper); SmoothedDepth = new Image <Gray, byte>(width, height); }
// Use this for initialization void Start() { playerC = GetComponent <PlayerDetector>(); eMove = GetComponent <EnemyMovement>(); eController = GetComponent <EnemyController>(); anim = GetComponent <Animator>(); }
void Init(int width, int height, int bufferSize) { this.width = width; this.height = height; this.bufferSize = bufferSize; // Diff at t - 0; DiffMask0 = new Image <Gray, Byte>(width, height); DiffMask1 = new Image <Gray, Byte>(width, height); SaliencyProb = new Image <Gray, Single>(width, height); Diff0 = new Image <Gray, Byte>(width, height); smoothedDepth = new Image <Gray, Byte>(width, height); prevSmoothedDepth = new Image <Gray, Byte>(width, height); TempMask = new Image <Gray, Byte>(width, height); TemporalSmoothed = new Image <Gray, Single>(width, height); diffCumulativeDist = new float[NumBin]; depthCumulativeDist = new float[NumBin]; playerDetector = new PlayerDetector(width, height, mapper, bufferSize); PrevBoundingBoxes = new List <Rectangle>(); if (bufferSize <= 1) { TrackedDepthFrame = smoothedDepth; } else { TrackedDepthFrame = prevSmoothedDepth; } }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { base.OnStateEnter(animator, stateInfo, layerIndex); playerDetector = npcScript.playerDetector; playerDetector.enabled = false; npcScript.StopMovement(); }
void Start() { _playerDetector = GetComponent <PlayerDetector>(); _mat = GetComponent <MeshRenderer>().material; _spd = Random.value * 360; _agent = GetComponent <NavMeshAgent>(); }
private GameObject GetClosestPlayerFromTheDetector(PlayerDetector detector) { GameObject closestPlayer; List <GameObject> listOfPlayers = detector.players; if (listOfPlayers.Count > 0) { closestPlayer = listOfPlayers[0]; if (listOfPlayers.Count > 1) { float closestDistance = Vector3.Distance(listOfPlayers[0].transform.position, obj.transform.position); for (int i = 1; i < listOfPlayers.Count; i++) { if (Vector3.Distance(listOfPlayers[i].transform.position, obj.transform.position) < closestDistance) { closestPlayer = listOfPlayers[i].gameObject; } } } } else { return(null); } return(closestPlayer); }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { base.OnStateEnter(animator, stateInfo, layerIndex); npcScript.LastKnownPositionWaypoint.ResetWaypoint(); playerDetector = npcScript.playerDetector; }
// Use this for initialization void Start() { rig = GetComponent <Rigidbody>(); pd = GetComponentInChildren <PlayerDetector>(); player = GameManager.GetInstance().player; hasPatrol = GetComponent <PatrolBehavior>() != null; enem = GetComponent <Enemy>(); }
private void Awake() { playerDetector = this.GetComponentInChildren <PlayerDetector>(); agent = this.GetComponent <NavMeshAgent>(); AIAnimator = this.GetComponent <Animator>(); playerDetector.awarenessStatuses.defaultMovSpeed = agent.speed; }
// Start is called before the first frame update public override void Start() { base.Start(); chips = 10; targetLocked = false; pd = transform.parent.GetComponentInChildren <PlayerDetector>(); canAttack = false; }
private void Awake() { respawnPoint = transform.position; movementBody = GetComponent <Rigidbody2D>(); damageable = GetComponentInChildren <DamageableEntity>(); playerDetector = GetComponentInChildren <PlayerDetector>(); damageable.OnRevive += Respawn; playerDetector.OnPlayerEnter += OnPlayerDetected; }
void Init(int width, int height) { this.width = width; this.height = height; playerDetector = new PlayerDetector(width, height, mapper); imageStorage = new byte[height, width, 3]; Gray = new Image <Gray, byte>(width, height); smallGray = new Image <Gray, byte>(width / ImageScale, height / ImageScale); SmoothedDepth = new Image <Gray, byte>(width, height); InterestPoints = new List <Point>(); }
// ==================================================== public override void Start() { base.Start(); playerDetector = GetComponentInChildren <PlayerDetector>(); playerDetector.onPlayerDetected = OnPlayerDetected; initialPos = VectorUtils.GetPosition2D(transform.position); currentAccel = Vector2.right * regularHorizontalMaxVelocity; if (Random.value < 0.5f) { currentAccel *= -1f; transform.localScale = new Vector3(Mathf.Sign(currentAccel.x), 1f, 1f); } }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { base.OnStateEnter(animator, stateInfo, layerIndex); playerDetector = npcScript.playerDetector; if (animator.GetBool("Alerted")) { npcScript.ChangeSpeed(playerDetector.awarenessStatuses.AlertedMovSpeed); } else { npcScript.ChangeSpeed(playerDetector.awarenessStatuses.SuspiciousMovSpeed); } }
// ==================================================== void Start() { gameObject.layer = MinigameManager.instance.offLayer; deathCollider.SetActive(false); physicsController = GetComponent <PhysicsController>(); PlayerDetector playerDetector = GetComponentInChildren <PlayerDetector>(); playerDetector.onPlayerDetected = OnPlayerDetected; physicsController.shouldUseSlopes = true; physicsController.SetCollisionLayers(LayerMask.GetMask(new string[] { "InvisibleWallLayer", "LevelLayer" }), LayerMask.GetMask(new string[] { "InvisibleWallLayer", "LevelLayer", "OneWayPlatformLayer" })); physicsController.Initialize(); }
void Start() { playerDetector = GetComponent <PlayerDetector>(); players = new List <PlayerController>(); if (SceneManager.GetActiveScene().name == "_Game") { GameState = GameState.Gameplay; } else { GameState = GameState.Setup; } PlayerDetector.OnPlayerJoin += OnPlayerJoin; Shredder.PlayerDeath += OnPlayerDeath; }
private void Start() { //Assign components to variables rigid = GetComponent <Rigidbody2D>(); player = GameObject.FindGameObjectWithTag("Player").transform; playerDetectorScript = playerDetector.GetComponent <PlayerDetector>(); rightSideDetectorScript = rightDetector.GetComponent <EnemySideDetector>(); leftSideDetectorScript = leftDetector.GetComponent <EnemySideDetector>(); dashDampScript = player.GetComponent <DashDamp>(); inhaleScript = player.GetComponent <Inhale>(); playerRigidBody = player.GetComponent <Rigidbody2D>(); enemyHeadColliderScript = GetComponentInChildren <EnemyHeadCollider>(); playerLifeSystem = player.GetComponent <LifeSystem>(); //Get the Scale of the Object; objectScale = transform.localScale; //Invoke the Jump method InvokeRepeating("Jump", 0, jumpTimeStep); }
public Coroutine firingCoroutine; //coroutine de tir // Start is called before the first frame update void Awake() { cooldownTimer = cooldown; ennemy = GetComponentInParent <Ennemy>(); playerDetector = GetComponentInChildren <PlayerDetector>(); soundEffectsGenerator = GetComponentInChildren <SoundEffectsGenerator>(); //Find pooler for (int i = 0; i < GameManagerScript.current.poolers.Length; i++) { if (GameManagerScript.current.poolers[i].salvePrefab == bulletPrefab.GetComponent <Salve>()) { pooler = GameManagerScript.current.poolers[i]; } } if (isTurretBeam && beam != null) { beam.damage = globalDamage; } }
void Start() { detector = GetComponentInChildren <PlayerDetector>(); body = GetComponent <Rigidbody>(); }
private void Start() { rig = GetComponent <Rigidbody>(); pd = GetComponentInChildren <PlayerDetector>(); GetNextPosition(); }
// Use this for initialization void Start() { rb2d = GetComponent <Rigidbody2D>(); detector = GetComponentInChildren <PlayerDetector>(); }
// Use this for initialization void Start() { playerC = GetComponent <PlayerDetector>(); playerTarget = GameObject.FindGameObjectWithTag("Player"); }
// ==================================================== void Start() { playerDetector = GetComponentInChildren <PlayerDetector>(); playerDetector.onPlayerDetected = OnPlayerDetected; }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { base.OnStateEnter(animator, stateInfo, layerIndex); playerDetector = npcScript.playerDetector; }
// ==================================================== private void OnPlayerDetected(PlayerController player, PlayerDetector playerDetector) { playerDetector.onPlayerDetected = null; playerDetector.gameObject.SetActive(false); StartCoroutine(ActivateCorrutine()); }
// ==================================================== private void OnPlayerDetected(PlayerController player, PlayerDetector playerDetector) { StartCoroutine(ActivateCorrutine(player)); }
public Chase(GameObject obj, EntityInput entityInputs, PlayerDetector detector) : base(obj, entityInputs) { this.detector = detector; }
// Use this for initialization void Start() { playerC = GetComponent <PlayerDetector>(); agent = GetComponent <NavMeshAgent>(); }