Exemple #1
0
    public GhostController ClosestGhostToCharacter(CharacterMotor character)
    {
        Vector3 characterPos = character.transform.position;

        characterPos.y = 0f;
        GhostController closest          = null;
        float           sqrDistToClosest = Mathf.Infinity;

        foreach (CharacterMotor currNeighbor in _characters)
        {
            if (currNeighbor == character)
            {
                continue;
            }
            Vector3 currNeighborPos = currNeighbor.transform.position;
            currNeighborPos.y = 0f;
            float sqrDistToCurrNeighbor = (currNeighborPos - characterPos).sqrMagnitude;
            if (closest == null || sqrDistToCurrNeighbor < sqrDistToClosest)
            {
                sqrDistToClosest = sqrDistToCurrNeighbor;
                GhostController currNeighborGhostController = currNeighbor.GetComponent <GhostController>();
                if (currNeighborGhostController != null)
                {
                    closest = currNeighborGhostController.GetComponent <GhostController>();
                }
            }
        }
        return(closest);
    }
Exemple #2
0
    public void StartPossessionInRoomForGhost(Room room, GhostController ghost)
    {
        if (CanPossess && !_catchingInProgress)
        {
            CharacterMotor  character = ghost.GetComponent <CharacterMotor>();
            GhostController closest   = room.ClosestGhostToCharacter(character);
            if (closest == null)
            {
                Events.g.Raise(new PossessionEvent(false, room: null));
                return;
            }

            Events.g.Raise(new PossessionEvent(true, room: room));
            closest.enabled = true;
            ghost.enabled   = false;

            _possessionCount++;
            _possessionChargeTimer.Stop();
            _possessionChargeTimer.Reset();

            _possessionForcedTimer.Stop();
            _possessionForcedTimer.Reset();

            StartPossessionCharge();
        }
        else
        {
            Events.g.Raise(new PossessionEvent(false, room: null));
        }
    }
    public void Enter()
    {
        //Debug.Log("entering the searching state");
        agent = owner.GetComponent <NavMeshAgent>();

        //move to last seen position of the player
        agent.destination = owner.lastSeenPosition;
        agent.isStopped   = false;
    }
Exemple #4
0
 public void Enter()
 {
     //when we enter the patrol state, we want to find the next waypoint and start moving towards it
     //Debug.Log("entering patrol state");
     waypoint          = owner.waypoint;
     agent             = owner.GetComponent <NavMeshAgent>();
     agent.destination = waypoint.transform.position;
     //start moving, in case we were previously stopped
     agent.isStopped = false;
 }
 public void Enter()
 {
     //if they are entering the attack state, find the last seen location and start moving if stopped
     //Debug.Log("entering attack state");
     agent = owner.GetComponent <NavMeshAgent>();
     if (owner.seenTarget)
     {
         agent.destination = owner.lastSeenPosition;
         agent.isStopped   = false;
     }
 }
 void Rewind()
 {
     if (GameManager.instance.positionsBuffer.Count > 3)
     {
         transform.position = GameManager.instance.positionsBuffer[0];
         GameManager.instance.positionsBuffer.RemoveAt(2);
         GameManager.instance.positionsBuffer.RemoveAt(1);
         GameManager.instance.positionsBuffer.RemoveAt(0);
     }
     else
     {
         GameManager.instance.positionsBuffer.Reverse();
         transform.position = GameManager.instance.positionsBuffer[0];
         GameManager.instance.positionsBuffer.Clear();
         ghost.GetComponent <Materialize>().active   = false;
         ghost.GetComponent <Materialize>().value    = 0.3f;
         ghost.GetComponent <MeshRenderer>().enabled = false;
         link.gameObject.SetActive(false);
         coll.isTrigger  = false;
         rb.gravityScale = 1.0f;
         rewinding       = false;
         rewindParticles.Stop();
     }
 }