Exemple #1
0
    private IEnumerator IdleBehaviour()
    {
        float walkTimer = PartolDuration;
        int   direction = 1;

        while (true)
        {
            if (AlertValue >= 1)
            {
                ChangeState(AIState.Alert);
            }
            if (Partol)
            {
                character.Move(Vector3.right * direction, false);
                walkTimer -= Time.deltaTime;
                if (walkTimer <= 0)
                {
                    walkTimer  = PartolDuration;
                    direction *= -1;
                    yield return(new WaitForSeconds(2));
                }
            }
            yield return(null);
        }
    }
    public override void ActionUpdate(AI_Base brain, Character_Base character)
    {
        base.ActionUpdate(brain, character);
        ResetPathTimer += Time.deltaTime;
        if (ResetPathTimer >= ResetTimerDuration)
        {
            ResetPathTimer = 0;
            agent.CalculatePath(TargetPosition, path);
        }
        foreach (Vector3 p in path.corners)
        {
            Debug.DrawLine(p, p + Vector3.up * 5, Color.red, 0.2f);
        }

        if (path.corners.Length >= 2)
        {
            character.Move(path.corners[1] - character.transform.position);
            if (Vector3.Distance(character.transform.position, path.corners[1]) <= 0.1f)
            {
                agent.CalculatePath(TargetPosition, path);
            }
        }
        else
        {
            ActionFinish();            
        }

        if (Vector3.Distance(character.transform.position, TargetPosition) <= Distance)
        {
            ActionFinish(); 
        }
    }
    private void Update()
    {
        Vector3 InputDirection = Vector3.forward;

        InputDirection.Set(Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical"));
        character.Move(InputDirection);


        if (Input.GetKeyDown(KeyCode.Space))
        {
            character.Jump();
        }

        if (Input.GetMouseButtonDown(0))
        {
            Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit hit;
            if (Physics.Raycast(ray, out hit, 100000, GroundLayer))
            {
                if (hit.collider)
                {
                    character.AttackCommand(hit.point - character.transform.position);
                }
            }
        }
    }
Exemple #4
0
    private void Update()
    {
        Vector3 InputDirection = Vector3.forward;

        InputDirection.Set(Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical"));
        character.Move(InputDirection);
    }
Exemple #5
0
 public override void ActionUpdate(AI_Base brain, Character_Base character)
 {
     base.ActionUpdate(brain, character);
     character.Move(TargetPosition - character.transform.position);
     if (Vector3.Distance(character.transform.position, TargetPosition) <= Distance)
     {
         ActionFinish();
     }
 }
 public override void ActionUpdate(AI_Base brain, Character_Base character)
 {
     base.ActionUpdate(brain, character);
     if (character.canAttack())
     {
         GameObject g = FindNearestEnemy();
         if (g != null)
         {
             character.AttackCommand(g.transform.position - Character.transform.position);
         }
     }
     if (FollowTransform != null)
     {
         character.Move(FollowTransform.position - character.transform.position);
     }
     else
     {
         character.Move(Vector3.zero);
     }
 }
Exemple #7
0
    public override void ActionUpdate(AI_Base brain, Character_Base character)
    {
        base.ActionUpdate(brain, character);

        Vector3 TargetPosition = Path[WaypointIndex];

        character.Move(TargetPosition - character.transform.position);
        if (Vector3.Distance(character.transform.position, TargetPosition) <= 1)
        {
            WaypointIndex++;
            if (WaypointIndex >= Path.Length)
            {
                ActionFinish();
            }
        }
    }
Exemple #8
0
    public override void ActionUpdate(AI_Base brain, Character_Base character)
    {
        base.ActionUpdate(brain, character);
        if (Target == null)
        {
            ActionFinish();
        }
        Vector3 Direction = Target.transform.position - Character.transform.position;

        if (Direction.magnitude <= StopRange)
        {
            character.Move(Vector3.zero);
            if (timer <= 0)
            {
                ActionFinish();
            }
        }
        else
        {
            Character.Move(Direction.normalized);
        }
        timer -= Time.deltaTime;
    }