// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { ap = animator.gameObject.GetComponent <AgentPatrol> (); agent = animator.gameObject.GetComponent <PolyNavAgent> (); shoot = animator.gameObject.GetComponent <RepeatShoot> (); oldMaxSpeed = agent.maxSpeed; oldStoppingDist = agent.stoppingDistance; oldSlowingDist = agent.slowingDistance; oldAccelRate = agent.accelerationRate; oldDecelRate = agent.decelerationRate; // SetNewAgent (); agent.SetDestination(ap.playerLastPos); if (shoot) { UpdateTargetPos(); shoot.StopShoot(); } shooting = false; // if(shoot){ // shoot.StartShoot (); // shooting = true; // } }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { AgentPatrol ap = animator.GetComponent <AgentPatrol> (); if (ap) { ap.GetClosestNode(); } }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { animator.ResetTrigger("reachedDest"); AgentPatrol ap = animator.GetComponent <AgentPatrol> (); if (ap) { ap.GetClosestNode(); } }
public override void OnStart() { //Agent patrol must be controled thhrough here if (tank != null) { a_patrol = tank.GetComponent <AgentPatrol>(); } //a_patrol.Start(); base.OnStart(); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { ap = animator.gameObject.GetComponent <AgentPatrol> (); dir2Target = ap.targetNodePos - animator.transform.position; dir2Target.Normalize(); animator.SetFloat("deltaAngle", deltaAngle(dir2Target)); // rotate towards the target node // float rotSpeedRad = rotateSpeed * Mathf.Deg2Rad * Time.deltaTime; // // ap.facing = // Vector3.RotateTowards (ap.facing, dir2Target, rotSpeedRad, Mathf.Infinity); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { ap = animator.gameObject.GetComponent <AgentPatrol> (); agent = animator.gameObject.GetComponent <PolyNavAgent> (); shoot = animator.gameObject.GetComponent <RepeatShoot> (); if (agent) { agent.enabled = false; } if (shoot) { shoot.StopShoot(); } shooting = false; }
// private GameObject exclamation_UI; public override void OnStart() { if (exclamation_UI != null) { exclamation_UI.SetActive(true); } if (tank != null) { spawner = tank.GetComponentInChildren <SpawnProjectile>(); seek = tank.GetComponent <AgentPatrol>(); // seek.enabled = true; //if(spawner.isInSight) // wander.DeleteAgenPath(); //wander.ChangeTarget(); } base.OnStart(); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { ap = animator.gameObject.GetComponent <AgentPatrol> (); ap.MoveTowardNode(); }