Exemple #1
0
 void Start()
 {
     navAgent      = GetComponent <NavMeshAgent>();
     startPosition = transform.position;
     hunterAgent   = hunter.GetComponent <HunterAgent>();
     Wander();
 }
    private void Start()
    {
        varScript   = GetComponent <HunterVariables>();
        agentScript = GetComponent <HunterAgent>();

        hunterLayer = 1 << 10;
        peaterLayer = 1 << 12;
        plantLayer  = 1 << 11;
        waterLayer  = 1 << 4;
    }
Exemple #3
0
    public void CreateHunters(GameObject prefab, Brain brain)
    {
        GameObject hunterSpawn = Instantiate(spawnPoint) as GameObject;

        hunterSpawn.transform.parent   = transform;
        hunterSpawn.transform.position = new Vector3(-1.5f, 0.05f, -1.5f);

        for (var i = 0; i < HunterCount; i++)
        {
            GameObject hunter = Instantiate(prefab, new Vector3(
                                                hunterSpawn.transform.position.x, hunterSpawn.transform.position.y,
                                                hunterSpawn.transform.position.z),
                                            Quaternion.Euler(0, 50, 0));
            HunterAgent hunterAgent = hunter.GetComponent <HunterAgent>();
            hunterAgent.GiveBrain(brain);
            hunterAgent.name = "Hunter " + (i + 1);
            //agents need to be reset after being manually given a brain
            hunterAgent.AgentReset();
        }
    }
Exemple #4
0
    void FixedUpdate()
    {
        if (Mathf.Abs(DistanceToCentre(transform.position)) > range + 1)
        {
            AddReward(-3f);
            HunterAgent hunt1 = ally1.GetComponent(typeof(HunterAgent)) as HunterAgent;
            hunt1.EndEpisode();
            HunterAgent hunt2 = ally2.GetComponent(typeof(HunterAgent)) as HunterAgent;
            hunt2.EndEpisode();
            EndEpisode();
            return;
        }

        if (this.StepCount > 1000)
        {
            EndEpisode();
            Pray p = target.GetComponent(typeof(Pray)) as Pray;
            p.Respawn();
        }
    }