public void Start() { gm = GameManager.GetInstance(); steerable = GetComponent <SteerableBehaviour>(); x = Random.Range(-2, 0); y = Random.Range(-1, 1); }
public override void Awake() { base.Awake(); Transition Atacando = new Transition(); Atacando.condition = new ConditionDistLT(transform, GameObject.FindWithTag("Player").transform, 2.0f); Atacando.target = GetComponent <StateAtaque>(); transitions.Add(Atacando); steerable = GetComponent <SteerableBehaviour>(); }
public override void Awake() { base.Awake(); // Configure a transição para outro estado aqui. Transition ToAtacando = new Transition(); ToAtacando.condition = new ConditionDistLT(transform, GameObject.FindWithTag("Player").transform, 2.0f); ToAtacando.target = GetComponent <StateAtaque>(); transitions.Add(ToAtacando); steerable = GetComponent <SteerableBehaviour>(); }
public override void Awake() { base.Awake(); steerable = GetComponent <SteerableBehaviour>(); shooter = steerable as IShooter; if (shooter == null) { throw new MissingComponentException("Esse GameObject não implementa IShooter"); } }
public override void Awake() { base.Awake(); Transition ToChaseState = new Transition(); ToChaseState.condition = new ConditionDistLT(transform, GameObject.FindWithTag("Player").transform, 7.0f); ToChaseState.target = GetComponent <ChaseState>(); transitions.Add(ToChaseState); steerable = GetComponent <SteerableBehaviour>(); }
public override void Awake() { base.Awake(); gm = GameManager.GetInstance(); //Criamos e populamos uma nova transição Transition ToAtacando = new Transition(); ToAtacando.condition = new ConditionDistLT(transform, GameObject.FindWithTag("Player").transform, 4.0f); ToAtacando.target = GetComponent <StateAtaque>(); // Adicionamos nossa transição na lista de transições transitions.Add(ToAtacando); steerable = GetComponent <SteerableBehaviour>(); }
public override void Awake() { base.Awake(); // Criamos e populamos uma nova transição Transition ToAttack = new Transition(); ToAttack.condition = new ConditionDistLT(transform, GameObject.FindWithTag("Player").transform, 30.0f); ToAttack.target = GetComponent <StateAttack>(); // Adicionamos a transição em nossa lista de transições transitions.Add(ToAttack); steerable = GetComponent <SteerableBehaviour>(); }
public override void Awake() { base.Awake(); if (GameObject.FindWithTag("Player") == null) { return; } Transition attacking = new Transition(); attacking.condition = new ConditionDistLT(transform, GameObject.FindWithTag("Player").transform, distance); attacking.target = GetComponent <StateAtaqueWaypoint>(); transitions.Add(attacking); steerable = GetComponent <SteerableBehaviour>(); }
public override void Awake() { base.Awake(); Transition attacking = new Transition(); attacking.condition = new ConditionDistLT( transform, GameObject.FindWithTag("Player").transform, 2.0f ); attacking.target = GetComponent <StateAttacking>(); transitions.Add(attacking); steerable = GetComponent <SteerableBehaviour>(); }
public override void Awake() { base.Awake(); Transition Patrulha = new Transition(); Patrulha.condition = new ConditionDistGT(transform, GameObject.FindWithTag("Player").transform, 2.0f); Patrulha.target = GetComponent <StatePatrulhaWaypoints>(); transitions.Add(Patrulha); steerable = GetComponent <SteerableBehaviour>(); shooter = steerable as IShooter; if (shooter == null) { throw new MissingComponentException("Este GameObject não implementa IShooter"); } }
public override void Awake() { base.Awake(); if (GameObject.FindWithTag("Player") == null) { return; } //Criando e populando nova transição Transition attacking = new Transition(); attacking.condition = new ConditionDistLT(transform, GameObject.FindWithTag("Player").transform, 2.0f); attacking.target = GetComponent <StateAtaquePatrol>(); transitions.Add(attacking); steerable = GetComponent <SteerableBehaviour>(); }
public override void Awake() { base.Awake(); // Criamos e populamos uma nova transição if (GameObject.FindWithTag("Player")) { Transition ToAtacando = new Transition(); ToAtacando.condition = new ConditionDistLT(transform, GameObject.FindWithTag("Player").transform, 20.0f); ToAtacando.target = GetComponent <StateAtaque>(); // Adicionamos a transição em nossa lista de transições transitions.Add(ToAtacando); steerable = GetComponent <SteerableBehaviour>(); } else { Destroy(gameObject); } }
public override void Awake() { base.Awake(); Transition ToPatrolState = new Transition(); ToPatrolState.condition = new ConditionDistGT(transform, GameObject.FindWithTag("Player").transform, 5.0f); ToPatrolState.target = GetComponent <PatrolState>(); // Adicionamos a transição em nossa lista de transições transitions.Add(ToPatrolState); steerable = GetComponent <SteerableBehaviour>(); // acho que caguei kkkkk shooter = steerable as IShooter; if (shooter == null) { throw new MissingComponentException("Este GameObject não implementa IShooter"); } }
public override void Awake() { base.Awake(); gm = GameManager.GetInstance(); Transition ToPatrulha = new Transition(); ToPatrulha.condition = new ConditionDistGT(transform, GameObject.FindWithTag("Player").transform, 3.0f); ToPatrulha.target = GetComponent <StatePatrulha>(); // Adicionamos a transição em nossa lista de transições transitions.Add(ToPatrulha); steerable = GetComponent <SteerableBehaviour>(); shooter = steerable as IShooter; if (shooter == null) { throw new MissingComponentException("Este GameObject não implementa IShooter"); } }
public override void Awake() { base.Awake(); if (GameObject.FindWithTag("Player") == null) { return; } Transition patrol = new Transition(); patrol.condition = new ConditionDistGT(transform, GameObject.FindWithTag("Player").transform, distance); patrol.target = GetComponent <StatePatrulhaPorWaypoints>(); transitions.Add(patrol); steerable = GetComponent <SteerableBehaviour>(); shooter = steerable as IShooter; if (shooter == null) { throw new MissingComponentException("Este GameObject não implementa IShooter"); } }
public override void Awake() { base.Awake(); steerable = GetComponent <SteerableBehaviour>(); }