public void Init(Transform transform, int damage, DetectPlayer trigger, PlayerManager player, string finishEvent = null) { this.transform = transform; this.damage = damage; this.trigger = trigger; this.playerManager = player; this.finishEvent = finishEvent; }
void Start() { detectPlayer = GetComponent<DetectPlayer>(); animator = GetComponent<Animator>(); // Gets the child GameObject that represents the gun's position foreach (Transform child in transform) if (child.CompareTag(GameConstants.GunTag)) gunObject = child.gameObject; }
// Start is called before the first frame update void Awake() { damage = enemyPreset.damage; moveTime = enemyPreset.moveTime; idleTimeMin = enemyPreset.idleTimeMin; idleTimeMax = enemyPreset.idleTimeMax; wanderRadius = enemyPreset.wanderRadius; home = transform.position; trigger = GetComponentInChildren <DetectPlayer>(); trigger.GetComponent <SphereCollider>().radius = enemyPreset.detectionRadius; navMeshAgent = GetComponent <NavMeshAgent>(); navMeshAgent.speed = enemyPreset.speed; fsm = new FSM("MeleeAI FSM"); WanderState = fsm.AddState("WanderState"); IdleState = fsm.AddState("IdleState"); AlertState = fsm.AddState("AlertState"); MeleeState = fsm.AddState("MeleeState"); WanderAction = new WanderAction(WanderState); IdleAction = new TextAction(IdleState); alertAction = new AlertAction(AlertState); meleeAction = new MeleeAction(MeleeState); WanderState.AddAction(WanderAction); IdleState.AddAction(IdleAction); AlertState.AddAction(alertAction); MeleeState.AddAction(meleeAction); WanderState.AddTransition("ToIdle", IdleState); WanderState.AddTransition("PlayerDetect", AlertState); IdleState.AddTransition("ToWander", WanderState); IdleState.AddTransition("PlayerDetect", AlertState); AlertState.AddTransition("ToIdle", IdleState); AlertState.AddTransition("ToMelee", MeleeState); MeleeState.AddTransition("ToAlert", AlertState); WanderAction.Init(this.transform, home, navMeshAgent, wanderRadius, moveTime, "ToIdle"); IdleAction.Init("Idling", Random.Range(idleTimeMin, idleTimeMax), "ToWander"); alertAction.Init(trigger, navMeshAgent, "ToIdle"); meleeAction.Init(this.transform, damage, trigger, FindObjectOfType <PlayerManager>(), "ToAlert"); fsm.Start("IdleState"); }
void Start() { detectPlayer = GetComponent <DetectPlayer>(); animator = GetComponent <Animator>(); // Gets the child GameObject that represents the gun's position foreach (Transform child in transform) { if (child.CompareTag(GameConstants.GunTag)) { gunObject = child.gameObject; } } }
void Awake() { _anim = GetComponent <Animator>(); _rb = GetComponent <Rigidbody>(); _detection = GetComponentInChildren <DetectPlayer>(); _agent = GetComponent <NavMeshAgent>(); _speed = maxSpeed; if (paths.Length == 1) { var ps = paths[0].GetComponentsInChildren <Transform>().ToList(); ps.Remove(ps.First()); paths = ps.ToArray(); } }
protected override void Start() { base.Start(); detectPlayer = GetComponent<DetectPlayer>(); deathAnimLength = deathAnimation.GetComponent<ParticleSystem>().duration; }
void Start() { detectPlayer = GetComponent <DetectPlayer>(); detectFood = GetComponent <DetectFood>(); }
protected override void Start() { base.Start(); detectPlayer = GetComponent <DetectPlayer>(); deathAnimLength = deathAnimation.GetComponent <ParticleSystem>().duration; }
// Use this for initialization void Start() { detectPlayer = GameObject.Find("GameControl").GetComponent <DetectPlayer>(); GetComponent <GUIText>().enabled = false; }
public StateContext(EnemyBehaviour enemy, DetectPlayer detect) { this.enemy = enemy; this.detect = detect; CurrentState = EnemyStates.Patrol; }
public void Init(DetectPlayer trigger, NavMeshAgent navMeshAgent, string finishEvent = null) { this.awareCollider = trigger; this.navMeshAgent = navMeshAgent; this.finishEvent = finishEvent; }