public override void FinishDecision(MAnimalBrain brain, int Index) { //Reset all variables Bool = null; Int = null; Float = null; }
private void OnEnable() { rb = GetComponent <Rigidbody>(); bb = GetComponent <Blackboard>(); visionRangeObject = bb.GetGameObjectVar("visionRange").Value; healRangeObject = bb.GetGameObjectVar("healRange").Value; iWasJustPanicking = bb.GetBoolVar("wasIPanicking"); inMotion = bb.GetBoolVar("inMotion"); inMotion.Value = false; turnSpeed = bb.GetFloatVar("turnSpeed"); moveSpeed = bb.GetFloatVar("moveSpeed"); healTimeInSeconds = bb.GetFloatVar("healSpeedInSeconds"); targettedFriend = bb.GetGameObjectVar("healTarget"); if (targettedFriend.Value != null) { lowestHPRatio = targettedFriend.Value.GetComponent <HPValueHandler>().myHP / targettedFriend.Value.GetComponent <HPValueHandler>().maxHP; } }
private void Awake() { //Getting all require components agent = GetComponent <UnityEngine.AI.NavMeshAgent>(); energyVar = blackboard.GetFloatVar("energy"); playerVar = blackboard.GetGameObjectVar("player"); cubeVar = blackboard.GetGameObjectVar("cube"); sphereVar = blackboard.GetGameObjectVar("sphere"); officerVar = blackboard.GetGameObjectVar("officer"); }
void Reset() { MalbersTools.SetLayer(transform, 20); //Set all the Childrens to Animal Layer . gameObject.tag = "Animal"; //Set the Animal to Tag Animal AnimatorSpeed = 1; Anim = GetComponentInParent <Animator>(); //Cache the Animator RB = GetComponentInParent <Rigidbody>(); //Catche the Rigid Body if (RB == null) { RB = gameObject.AddComponent <Rigidbody>(); RB.useGravity = false; RB.constraints = RigidbodyConstraints.FreezeRotation; RB.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic; } speedSets = new List <MSpeedSet>(1) { new MSpeedSet() { name = "Ground", StartVerticalIndex = new Scriptables.IntReference(1), TopIndex = new Scriptables.IntReference(2), states = new List <StateID>(2) { MalbersTools.GetInstance <StateID>("Idle"), MalbersTools.GetInstance <StateID>("Locomotion") }, Speeds = new List <MSpeed>(3) { new MSpeed("Walk", 1, 4, 4), new MSpeed("Trot", 2, 4, 4), new MSpeed("Run", 3, 4, 4) } } }; BoolVar useCameraInp = MalbersTools.GetInstance <BoolVar>("Global Camera Input"); BoolVar globalSmooth = MalbersTools.GetInstance <BoolVar>("Global Smooth Vertical"); FloatVar globalTurn = MalbersTools.GetInstance <FloatVar>("Global Turn Multiplier"); if (useCameraInp != null) { useCameraInput.Variable = useCameraInp; } if (globalSmooth != null) { SmoothVertical.Variable = globalSmooth; } if (globalTurn != null) { TurnMultiplier.Variable = globalTurn; } CalculateHeight(); }
/// <summary>Modify Stat Value instantly (Add/Remove to the Value)</summary> public virtual void _PinStatModifyValue(FloatVar value) { if (PinnedStat != null) { PinnedStat.Modify(value.Value); } else { Debug.Log("There's no Pinned Stat"); } }
public virtual void Invoke(FloatVar value) { float val = value; for (int i = eventListeners.Count - 1; i >= 0; i--) { eventListeners[i].OnEventInvoked(val); } DebugEvent(value); }
void OnEnable() { //get blackboard vars for hp and max hp myHP = GetComponent <Blackboard>().GetFloatVar("hpValue"); maxHP = GetComponent <Blackboard>().GetFloatVar("hpMax"); //stop trying to overheal the character blackboard user if (myHP.Value > maxHP.Value) { myHP.Value = maxHP.Value; } }
// Called when the state is enabled void OnEnable() { rb = GetComponent <Rigidbody>(); bb = GetComponent <Blackboard>(); turnSpeed = bb.GetFloatVar("turnSpeed"); attackSpeed = bb.GetFloatVar("attackSpeedInSeconds"); attackRangeObject = bb.GetGameObjectVar("attackRange").Value.GetComponent <ScanSightArea>(); inMotion = bb.GetBoolVar("inMotion"); amIAtObjective = bb.GetBoolVar("atObjective"); }
private void OnEnable() { rb = GetComponent <Rigidbody>(); bb = GetComponent <Blackboard>(); turnSpeed = bb.GetFloatVar("turnSpeed"); moveSpeed = bb.GetFloatVar("moveSpeed"); visionRangeObject = bb.GetGameObjectVar("visionRange").Value.GetComponent <ScanSightArea>(); inMotion = bb.GetBoolVar("inMotion"); Invoke("GetAPositionToMoveTo", Time.maximumDeltaTime); }
public override void OnInspectorGUI() { base.OnInspectorGUI(); EditorGUILayout.Space(); FloatVar var = EditorGUILayout.ObjectField("Slider Variable", sliderTarget.SliderVar, typeof(FloatVar), false) as FloatVar; if (var != sliderTarget.SliderVar) { sliderTarget.SliderVar = var; EditorUtility.SetDirty(sliderTarget); } }
private void OnEnable() { rb = GetComponent <Rigidbody>(); bb = GetComponent <Blackboard>(); targettedFriend = bb.GetGameObjectVar("healTarget"); visionRangeObject = bb.GetGameObjectVar("visionRange").Value.GetComponent <ScanSightArea>(); healRangeObject = bb.GetGameObjectVar("healRange").Value.GetComponent <ScanSightArea>(); iWasJustPanicking = bb.GetBoolVar("wasIPanicking"); inMotion = bb.GetBoolVar("inMotion"); turnSpeed = bb.GetFloatVar("turnSpeed"); moveSpeed = bb.GetFloatVar("moveSpeed"); lowestHPRatio = 2; }
/// <summary> /// Draw a float variable. /// <param name="rect">The position to draw the variable.</param> /// <param name="floatVar">The float variable to be drawn.</param> /// </summary> static void DrawFloatVar(Rect rect, FloatVar floatVar) { rect.yMin += 3f; rect.yMax -= 2f; rect.xMin += 6f; rect.xMax -= 6f; DrawName(new Rect(rect.x, rect.y, c_LargeNameWidth, rect.height), floatVar); rect.xMin += c_LargeNameWidth + c_Space; rect.xMax -= c_MinusButtonWidth + c_RightPadding; EditorGUI.BeginChangeCheck(); var newValue = EditorGUI.FloatField(rect, GUIContent.none, floatVar.Value); if (EditorGUI.EndChangeCheck() && newValue != floatVar.Value) { // Register undo if (floatVar.blackboard != null) { #if UNITY_4_0_0 || UNITY_4_1 || UNITY_4_2 Undo.RegisterUndo(floatVar.blackboard, "Variable Value"); #else Undo.RecordObject(floatVar.blackboard, "Variable Value"); #endif } // Update variable value floatVar.Value = newValue; // Set blackboard dirty flag if (floatVar.blackboard != null) { EditorUtility.SetDirty(floatVar.blackboard); } } rect.x += rect.width + 2f; rect.width = c_MinusButtonWidth; rect.yMin -= 2f; rect.yMax += 2f; if (GUI.Button(rect, s_Styles.iconToolbarMinus, s_Styles.invisbleButton)) { s_VariableToRemove = floatVar; } }
private void OnEnable() { rb = GetComponent <Rigidbody>(); bb = GetComponent <Blackboard>(); visionRangeObject = bb.GetGameObjectVar("visionRange").Value; maxTimeUntilRotation = bb.GetFloatVar("rotationTimeMax"); minTimeUntilRotation = bb.GetFloatVar("rotationTimeMin"); bb.GetBoolVar("wasIPanicking").Value = true; turnSpeed = bb.GetFloatVar("turnSpeed"); moveSpeed = bb.GetFloatVar("moveSpeed"); newRotationVector = new Vector3(Random.Range(-180, 180), transform.position.y, Random.Range(-180, 180)); GetComponentInChildren <ParticleSystem>().Play(); }
private void OnEnable() { rb = GetComponent <Rigidbody>(); bb = GetComponent <Blackboard>(); moveSpeed = bb.GetFloatVar("moveSpeed"); turnSpeed = bb.GetFloatVar("turnSpeed"); attackSpeed = bb.GetFloatVar("attackSpeedInSeconds"); visionRangeObject = bb.GetGameObjectVar("visionRange").Value.GetComponent <ScanSightArea>(); attackRangeObject = bb.GetGameObjectVar("attackRange").Value.GetComponent <ScanSightArea>(); inMotion = bb.GetBoolVar("inMotion"); amIAtObjective = bb.GetBoolVar("atObjective"); targettedEnemy = bb.GetGameObjectVar("targetEnemy"); invokedTeleport = false; invokeScan = false; }
public void SetValue(FloatVar value) { Value = value.Value; }
public FloatVar damage; // Stores the amount of damage. // This function is called to reset the default values of the node public override void Reset() { base.Reset(); // Reset the enabled property this.damage = new ConcreteFloatVar(); }
public EventArgs(float oldValue, float value, FloatVar scriptableFloat) { OldValue = oldValue; NewValue = value; Float = scriptableFloat; }
/// <summary> /// Procura e retorna em caso de sucesso uma variavel de gráfico do tipo <see cref="FloatVar"/> /// </summary> /// <param name="variable">Nome da variavel</param> /// <param name="floatVar">Se encontrado o objeto resultante <see cref="FloatVar"/> será alocado nele.</param> /// <returns>Verdadeiro se encontrado, falso se não encontrado</returns> public bool TryGetFloatValue(string variable, out FloatVar floatVar) { return(floatVars.TryGetValue(variable, out floatVar)); }
private void Awake() { canisterVar = blackboard.GetGameObjectVar("canister"); energyVar = blackboard.GetFloatVar("energy"); _agent = GetComponent <NavMeshAgent>(); }
public void ApplyChange(FloatVar amount) { value += amount.value; }
// Use this for initialization public override void Reset() { power = new ConcreteFloatVar(); text = new ConcreteStringVar(); }
private void Awake() { energyVar = blackboard.GetFloatVar("energy"); //Needed for other states }
/// <summary>Modify Stat Value instantly (Add/Remove to the Value)</summary> public virtual void Stat_Pin_ModifyValue(FloatVar value) { PinnedStat?.Modify(value.Value); }
/// <summary>Modify Stat Value instantly (Add/Remove to the Value)</summary> public virtual void Stat_Pin_SetMult(FloatVar value) { PinnedStat?.SetMultiplier(value.Value); }
private void CreateFloat() => Float = (FloatVar)MTools.CreateScriptableAsset(typeof(FloatVar));