Example #1
0
    virtual public void act(GameObject actor)
    {
        GetEnemies();
        //Calculate direction of enemies. Not used, as can result in non-positions

        /*
         * Vector3 enemyDirection = Vector3.zero;
         *
         * foreach(GameObject enemy in enemies)
         * {
         *      Debug.Log(enemy.transform.position);
         *      enemyDirection += enemy.transform.position - actor.transform.position;
         * }
         *
         * enemyDirection.Normalize();
         * Steering.MoveTo(actor.transform, actor.transform.position + (enemyDirection * GameRules.MaxMovableDistance));
         */

        Steering.MoveTo(actor.transform, enemies[0].transform.position);

        /*
         * foreach (var enemy in sortedEnemiesByDist) {
         *      float distToTarget = Vector3.Distance(enemy.transform.position, actor.transform.position);
         *
         *      if (distToTarget > GameRules.MaxAttackRange) {
         *              //TODO use A* algorithm
         *              float distToMove = distToTarget - GameRules.MaxAttackRange;
         *
         *
         *      } else if(IsValidTarget(actor, enemy)) {
         *              //TODO attack
         *      }
         * }
         */
    }
Example #2
0
    public void act(GameObject actor)
    {
        //Calculate direction of enemies. Not used, as can result in non-positions. Should find nearest edge

        Vector3 enemyDirection = Vector3.zero;

        foreach (GameObject enemy in enemies)
        {
            enemyDirection += enemy.transform.position - actor.transform.position;
        }

        enemyDirection.Normalize();

        Steering.MoveTo(actor.transform, actor.transform.position + (-enemyDirection * GameRules.MaxMovableDistance));
    }
Example #3
0
File: Unit.cs Project: bjck/AMFU
    // Update is called once per frame
    void Update()
    {
        if (_currentHealth <= 0)
        {
            _currentHealth = 0;
            _alive         = false;

            rigidbody.useGravity  = true;
            rigidbody.constraints = RigidbodyConstraints.None;
            this.transform.Rotate(Vector3.forward, 1.5f);

            Steering.SetSteeringActive(this.transform, false);

            if (Team == Teams.Team1)
            {
                TurnManager.OnTeam1 -= NewTurn;
            }
            if (Team == Teams.Team2)
            {
                TurnManager.OnTeam2 -= NewTurn;
            }
        }
        if (Active)
        {
            _moveRangeEmitter.transform.position   = this.transform.position;
            _attackRangeEmitter.transform.position = this.transform.position;

            if (_moving)
            {
                Steering.SetSteeringActive(this.transform, true);
                _leftMoveLength -= Vector3.Distance(this.transform.position, lastPos);
                lastPos          = this.transform.position;

                _moveRangeEmitter.transform.localScale = new Vector3(_leftMoveLength * 2, 0.1f, _leftMoveLength * 2);

                if (_leftMoveLength <= 0 || Input.GetKeyDown(KeyCode.E))
                {
                    Steering.MoveTo(this.transform, this.transform.position);
                    _leftMoveLength = 0;

                    _moving = false;
                    Steering.SetSteeringActive(this.transform, false);
                }

                Steering.SteeringUpdate(this.transform);
            }
        }
    }
Example #4
0
File: Unit.cs Project: bjck/AMFU
    public void MoveTo(Vector3 toPos)
    {
        Steering.SetSteeringActive(this.transform, true);
        toPos.y = this.transform.position.y;
        if (Vector3.Distance(this.transform.position, toPos) < _leftMoveLength)
        {
            Steering.MoveTo(this.transform, toPos);
            Debug.Log("Moving");
        }
        else
        {
            Vector3 newTo = (toPos - this.transform.position).normalized;
            newTo *= _leftMoveLength;

            Steering.MoveTo(this.transform, toPos);

            Debug.Log("Too long");
        }
    }
        /// <summary>
        /// Causes the agent to make one step towards the object at objectPosition
        /// The speed of approach will reduce one this agent is within
        /// an ApproachRadius of the objectPosition
        /// </summary>
        /// <param name="agentToApproach"></param>
        public void Approach(SOFT152Vector objectPosition)
        {
            Steering.MoveTo(agentPosition, objectPosition, AgentSpeed, ApproachRadius);

            StayInWorld();
        }
Example #6
0
 public void act(GameObject actor)
 {
     NicolaisCodeVirkerIkke = GameObject.Find("RUNAWAY");
     //Calculate direction of enemies. Not used, as can result in non-positions. Should find nearest edge
     Steering.MoveTo(actor.transform, NicolaisCodeVirkerIkke.transform.position);
 }