// Use this for initialization void Start() { m_Hook.transform.parent = null; m_Bobber.transform.parent = null; m_BobberJoint = m_Bobber.GetComponent <SpringJoint>(); /* * m_HookJoint = m_Hook.GetComponent<SpringJoint>(); * * m_BobberJoint.maxDistance = Vector3.Distance(m_FishingRodTip.transform.position, m_Bobber.transform.position); * m_HookJoint.maxDistance = Vector3.Distance(m_Bobber.transform.position, m_Hook.transform.position); */ m_fishingLogic = FindObjectOfType <FishingLogic>(); }
// Use this for initialization void Start() { GameObject fishingLogicObject = GameObject.FindWithTag("FishingController"); if (fishingLogicObject != null) { fishingLogic = fishingLogicObject.GetComponent <FishingLogic>(); } if (fishingLogic == null) { Debug.Log("Cannot find 'RacingLogic' script"); } q = fishingLogic.GetQuestion(); SetAnswer(); }
// Use this for initialization void Start() { mhc = GameObject.FindWithTag("MinigameHud"); mhc.SetActive(false); ihc = GameObject.FindWithTag("InstructionHud"); ihc.SetActive(false); GameObject racingLogicObject = GameObject.FindWithTag("FishingController"); if (racingLogicObject != null) { fishingLogic = racingLogicObject.GetComponent <FishingLogic>(); } if (fishingLogic == null) { Debug.Log("Cannot find 'RacingLogic' script"); } myFieldOfView = Camera.main.fieldOfView; }
public MrFishIt(Dictionary <string, string> args) : base(args) { QBCLog.BehaviorLoggingContext = this; try { ParseWaypoints(); var fishingPoint = GetAttributeAsNullable <Vector3>("", WayPoints.Count == 0, ConstrainAs.Vector3NonEmpty, null) ?? Vector3.Zero; if (fishingPoint != Vector3.Zero) { WayPoints.Add(fishingPoint); } CollectItemId = GetAttributeAsNullable <int>("CollectItemId", false, ConstrainAs.ItemId, null) ?? 0; var collectItemCountExpression = GetAttributeAs("CollectItemCount", false, ConstrainAs.StringNonEmpty, null); CollectItemCountCompiledExpression = Utility.ProduceParameterlessCompiledExpression <int>(collectItemCountExpression); CollectItemCount = Utility.ProduceCachedValueFromCompiledExpression(CollectItemCountCompiledExpression, 1); bool circlePathing = GetAttributeAsNullable <bool>("CirclePathing", false, null, null) ?? true; PoolIds = GetAttributeAsArray <uint>("PoolIds", false, null, new[] { "PoolId" }, null); _fishingProfile = new FishingBuddyProfile(WayPoints, circlePathing ? PathingType.Circle : PathingType.Bounce, PoolIds.ToList()); _fishingLogic = new FishingLogic( // Wowhead Id of the mainhand weapon to switch to when in combat mainHandItemId: GetAttributeAsNullable <uint>("MainHand", false, null, null) ?? 0, // Wowhead Id of the offhand weapon to switch to when in combat offHandItemId: GetAttributeAsNullable <uint>("OffHand", false, null, null) ?? 0, // Wowhead Id of the hat to switch to when not fishing headItemId: GetAttributeAsNullable <uint>("Hat", false, null, null) ?? 0, // Set this to true if you want to fish from pools, otherwise set to false. poolFishing: _fishingProfile.WayPoints.Count > 1 || (GetAttributeAsNullable <bool>("MoveToPool", false, null, null) ?? false), // GetAttributeAsNullable<bool>("Poolfishing", false, null, null) ?? false; // If set to true bot will attempt to loot any dead lootable NPCs lootNPCs: GetAttributeAsNullable <bool>("LootNPCs", false, null, null) ?? false, // Set to true to enable flying, false to use ground based navigation useFlying: GetAttributeAsNullable <bool>("Fly", false, null, null) ?? true, // If set to true bot will use water walking, either class abilities or pots useWaterWalking: GetAttributeAsNullable <bool>("UseWaterWalking", false, null, null) ?? true, // If set to true, bot will try to avoid landing in lava. Some pools by floating objects such as ice floes will get blacklisted if this is set to true avoidLava: GetAttributeAsNullable <bool>("AvoidLava", false, null, null) ?? false, // If set to true bot will 'ninja' nodes from other players. ninjaNodes: GetAttributeAsNullable <bool>("NinjaNodes", false, null, null) ?? false, // If set to true bot will automatically apply fishing baits6s useBait: GetAttributeAsNullable <bool>("UseBait", false, null, null) ?? true, // Which bait to prefer (item id). If not found, other baits will be used. useBaitPreference: GetAttributeAsNullable <uint>("UseBaitPreference", false, null, new[] { "BaitId" }) ?? 0, // If set to true bot will automatically fillet fish filletFish: GetAttributeAsNullable <bool>("FilletFish", false, null, null) ?? false, // The maximum time in minutes to spend at a pool before it gets blacklisted maxTimeAtPool: GetAttributeAsNullable <int>("MaxTimeAtPool", false, null, null) ?? 5, // The maximum number of failed casts at a pool before moving to a new location at pool maxFailedCasts: GetAttributeAsNullable <int>("MaxFailedCasts", false, null, null) ?? 15, // When bot is within this distance from current hotspot then it cycles to next hotspot. flymode only pathPrecision: GetAttributeAsNullable <float>("PathPrecision", false, null, null) ?? 15f, // Number of tracelines to do in a 360 deg area. the higher the more likely to find a landing spot.recomended to set at a multiple of 20 traceStep: GetAttributeAsNullable <int>("TraceStep", false, null, null) ?? 40, // Each time bot fails to find a landing spot it adds this number to the range and tries again until it hits MaxPoolRange. Can use decimals. poolRangeStep: GetAttributeAsNullable <float>("PoolRangeStep", false, null, null) ?? .5f ); } catch (Exception except) { // Maintenance problems occur for a number of reasons. The primary two are... // * Changes were made to the behavior, and boundary conditions weren't properly tested. // * The Honorbuddy core was changed, and the behavior wasn't adjusted for the new changes. // In any case, we pinpoint the source of the problem area here, and hopefully it // can be quickly resolved. QBCLog.Exception(except); IsAttributeProblem = true; } }