Example #1
0
    public override void OnStateEnter(Animator animator, AnimatorStateInfo animatorStateInfo, int layerIndex)
    {
        if (navAgent == null)
        {
            navAgent = animator.GetComponent <NavMeshAgent>();
        }

        if (target == null)
        {
            target = PlayerExample.GetInstance();
        }

        //Reset path upon entering chase state so we have a fresh one towards the target
        navAgent.ResetPath();
        navAgent.speed = runSpeed;
    }
Example #2
0
    //Tries RepathCount times to find a path near the player, increasing the radius each time.
    //This is needed in case the player is not on valid Navmesh
    public void SetDestinationNearTarget(NavMeshAgent _agent, PlayerExample _target)
    {
        NavMeshHit hit;
        float      radius = 0;

        for (int i = 0; i < repathCount; ++i)
        {
            Vector3 randomPosition = Random.insideUnitSphere * radius;
            randomPosition += _target.transform.position;
            if (NavMesh.SamplePosition(randomPosition, out hit, radius, 1))
            {
                _agent.SetDestination(hit.position);
                break;
            }
            else
            {
                ++radius;
            }
        }
    }
Example #3
0
    //Check if we are within chase range of the target, is static to be used by other states
    public static bool ShouldChasePlayer(Vector3 _chaserPosition)
    {
        PlayerExample player = PlayerExample.GetInstance();

        return((player.transform.position - _chaserPosition).sqrMagnitude < chaseRadius * chaseRadius);
    }