Exemple #1
0
    // Update is called once per frame
    void Update()
    {
        //target = GameObject.FindGameObjectWithTag("Player").GetComponent<Transform>();
        // Distance to the target
        distance = Vector3.Distance(target.position, transform.position);

        // If inside the lookRadius
        if (distance <= lookRadius)
        {
            // Move towards the target
            agent.SetDestination(target.position);
            velocity.y  = 0.9f;
            shouldMove  = true; //velocity.magnitude > 0.5f && agent.remainingDistance > agent.radius;
            shouldFight = false;
            // Update animation parameters

            // If within attacking distance
            if (distance <= agent.stoppingDistance)
            {
                shouldFight = true;
                shouldMove  = false;
                FaceTarget();   // Make sure to face towards the target
            }
            // Update animation parameters
            animator.SetBool("move", shouldMove);
            animator.SetBool("fight", shouldFight);
            animator.SetFloat("vx", velocity.x);
            animator.SetFloat("vy", velocity.y);
        }
        if (distance > lookRadius && shouldMove == true)
        {
            if (agent.hasPath)
            {
                agent.ResetPath();
            }
            shouldMove = false;
            animator.SetBool("move", shouldMove);
        }
    }
Exemple #2
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    private void Update()
    {
        var position = transform.position;

        _camera.transform.position = position;

        if (!_canControl)
        {
            ResetVelocity();
            if (_canEnd && _navMeshAgent.remainingDistance < 0.5f)
            {
                GameManager.instance.NextScene();
            }
            if (_canDropLantern && _bodyAnimator.GetCurrentAnimatorStateInfo(0).IsName("BodyLantern"))
            {
                GameManager.instance.DropLantern();
                _lights.SetActive(false);
                GoToBed();
            }
            if (!_navMeshAgent.hasPath || !(_navMeshAgent.remainingDistance < 0.1f))
            {
                return;
            }
            _canDropLantern = true;
            _navMeshAgent.ResetPath();
            _legsAnimator.SetBool(IsWalking, _isWalking = false);
            _bodyAnimator.SetBool(IsWalking, _isWalking);
            _bodyAnimator.SetTrigger(Lantern);
        }
        else
        {
            _playerMovement = new Vector3(
                (Input.GetAxis("Horizontal") > 0.2f || Input.GetAxis("Horizontal") < -0.2f ? Input.GetAxis("Horizontal") : 0),
                0,
                (Input.GetAxis("Vertical") > 0.2f || Input.GetAxis("Vertical") < -0.2f ? Input.GetAxis("Vertical") : 0)
                );
            MovementAnimation(_playerRigidBody.velocity);
        }
    }
Exemple #3
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    private void WyszukajCel()
    {
        czyMamCel         = false;
        znalezioneObiekty = Physics.OverlapSphere(transform.position, promienWyszukiwania);

        foreach (Collider obiekt in znalezioneObiekty)
        {
            if (obiekt.CompareTag("Gracz"))
            {
                ZacznijIsc(obiekt.transform.position);
                czyMamCel = true;
                print("Znalaz³em Cel");
            }
        }

        if (!czyMamCel)
        {
            mojNavMeshAgent.isStopped = true;
            mojNavMeshAgent.ResetPath();
            ZatrzymajSie();
        }
    }
Exemple #4
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    public override void OnStart()
    {
        agent.ResetPath();
        Debug.Log($"MoveToTarget Is Target null {Target.Value == null}");
        Vector3 lastClosest     = Target.Value.transform.position;
        float   closestDistance = float.MaxValue;

        foreach (Vector3 position in GetPositionListAround(Target.Value.transform.position, 2f, 10))
        {
            float distance = Vector3.Distance(transform.position, position);
            if (distance < closestDistance)
            {
                closestDistance = distance;
                lastClosest     = position;
            }
        }
        if (lastClosest != Destination)
        {
            agent.SetDestination(lastClosest);
            Destination = lastClosest;
        }
    }
Exemple #5
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 void Update()
 {
     if (hp < 0)
     {
         this.gameObject.SetActive(false);
         return;
     }
     isover = Director.getInstance().currentSceneController.isGameOver();
     if (!isover)
     {
         target = Director.getInstance().currentSceneController.getPlayerPos();
         //向玩家坦克移动
         NavMeshAgent agent = GetComponent <NavMeshAgent>();
         agent.SetDestination(target);
     }
     else
     {//游戏结束,停止寻路
         NavMeshAgent agent = GetComponent <NavMeshAgent>();
         agent.velocity = Vector3.zero;
         agent.ResetPath();
     }
 }
Exemple #6
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 void TogglePatrolPathing()
 {
     if (chaseStopped == false)
     {
         pathingScript.active = false;
     }
     else
     {
         pathingScript.active = true;
     }
     if ((agent.destination - agent.transform.position).magnitude <= chaseStopRange && headingPlayerOne.magnitude > chaseRange && headingPlayerTwo.magnitude > chaseRange && chaseStopped == false || (agent.destination - agent.transform.position).magnitude <= chaseStopRange && playerOneObstructed && playerTwoObstructed && chaseStopped == false)
     {
         agent.SetDestination(gameObject.GetComponent <GuardPatrol>().currentCheckpoint.transform.position);
         chaseStopped = true;
         returning    = true;
     }
     if ((agent.destination - agent.transform.position).magnitude <= chaseStopRange && chaseStopped == true)
     {
         agent.ResetPath();
         returning = false;
     }
 }
Exemple #7
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        private void MoveTowardsPlayer()
        {
            if (_pickedUpItem != null)
            {
                return;
            }

            if (Vector3.Distance(_navMeshAgent.destination, _targetPlayer.transform.position) > 1)
            {
                if (_navMeshAgent.isOnNavMesh)
                {
                    _navMeshAgent.ResetPath();
                }
            }

            if (_navMeshAgent.hasPath || _navMeshAgent.pathPending)
            {
                return;
            }

            _navMeshAgent.SetDestination(_targetPlayer.transform.position);
        }
    public void MovePNC(Vector3 target)
    {
        // Enable the NavMeshAgent

        characterAgent.enabled = true;

        // Rotate the player to look at the mouse point
        // Un-comment to enable look at.

        transform.LookAt(target);

        // Check for a left mouse press

        if (Input.GetButtonDown("Fire1") && !isJumping)
        {
            // Reset the agents current path
            characterAgent.ResetPath();

            // Give the agent a new destination
            characterAgent.destination = target;
        }
    }
Exemple #9
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    void AdjustMovement()
    {
        if (currentState == EnemyMovementStates.JustRight)
        {
            nav.ResetPath();
        }
        else if (currentState == EnemyMovementStates.TooFar)
        {
            nav.SetDestination(player.position);
        }
        else if (currentState == EnemyMovementStates.TooClose)
        {
            Vector3 dirToPlayer = transform.position - player.transform.position;
            Vector3 newPos      = transform.position + dirToPlayer;
            nav.SetDestination(newPos);
        }

        if (anim != null)
        {
            anim.SetFloat("Walk", nav.velocity.magnitude);
        }
    }
Exemple #10
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 void Update()
 {
     agent.ResetPath();
     agent.destination = new Vector3(0, player.position.z, player.position.y);
     if (agent.pathPending)
     {
         dist = Vector3.Distance(transform.position, new Vector3(0, player.position.z, player.position.y));
     }
     else
     {
         dist = agent.remainingDistance;
     }
     speedSet = dist * 4 + 1;
     if (speedSet > 200)
     {
         agent.speed = 200;
     }
     else
     {
         agent.speed = speedSet;
     }
 }
 //竜巻の中での処理
 public void Vortex()
 {
     if (isInTheVortex)
     {
         return;
     }
     isInTheVortex  = true;
     vortexPos      = transform.position;
     vortexRotation = transform.rotation;
     if (tornado != null)
     {
         tornado.Play();
     }
     initialized = false;
     ag.ResetPath();
     rb.isKinematic = false;
     rb.useGravity  = false;
     rb.mass        = 0;
     rb.constraints = RigidbodyConstraints.None;
     rb.AddTorque(Vector3.up, ForceMode.Impulse);
     gravityScale = -10;
 }
    private IEnumerator Attack(IAttackableByEnemy target)
    {
        if (currentAttackCooldown > 0)
        {
            yield break;
        }

        currentAttackCooldown = float.MaxValue;

        StopCoroutine(patrolCoroutine);
        navMeshAgent.speed        = defaultSpeed * 2f;
        navMeshAgent.angularSpeed = 360;

        bool reached = false;

        while (!reached)
        {
            foreach (var item in Physics.OverlapSphere(target.transform.position, 1.9f))
            {
                if (item == myCollider)
                {
                    reached = true;
                    break;
                }
            }

            navMeshAgent.SetDestination(target.transform.position);
            yield return(null);
        }

        navMeshAgent.updateRotation = false;
        StartCoroutine(LockOnRotation(target.transform));

        navMeshAgent.ResetPath();
        navMeshAgent.isStopped = true;

        animator.SetTrigger(EnemyCreatureAnimations.AttackTrigger);
        tempAttackTarget = target;
    }
    private void Update()
    {
        if (!following)
        {
            return;
        }

        if (Vector3.Distance(playerPosition, player.transform.position) > 2)
        {
            playerPosition = player.transform.position;
            NavMeshHit hit;
            if (NavMesh.SamplePosition(playerPosition, out hit, 3, -1))
            {
                agent.destination = hit.position;
            }
        }
        if (Vector3.Distance(playerPosition, transform.position) < 2)
        {
            agent.ResetPath();
        }
        anim.SetFloat("speed", agent.velocity.magnitude / 6);
    }
Exemple #14
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    void FixedUpdate()
    {
        anim_Controller.speed = animationSpeed;

        if (Vector3.Distance(Target.transform.position, transform.position) <= Range)
        {
            navMeshAgent.destination = Target.transform.position;
        }
        else
        {
            if (navMeshAgent.hasPath)
            {
                //Debug.Log("I should stop moving");
                navMeshAgent.ResetPath();
            }
        }


        if (navMeshAgent.remainingDistance <= navMeshAgent.stoppingDistance)
        {
            m_Running = false;
            anim_Controller.SetBool("running", m_Running);
            //navMeshAgent.updatePosition = false;
        }
        else
        {
            m_Running = true;
            anim_Controller.SetBool("running", m_Running);
        }

        if (Vector3.Distance(Target.transform.position, transform.position) <= AttackRange)
        {
            if (canStartNewAttack)
            {
                StartCoroutine(Attack(1f));
            }
        }
    }
Exemple #15
0
    private void RollBack(Dictionary <Action, GameObject> backUpStatusList)
    {
        //print("ROLLING BACK");
        foreach (KeyValuePair <Action, GameObject> item in backUpStatusList)
        {
            switch (item.Key.Name)
            {
            case "MOVE":
                NavMeshAgent agent = null;
                if (item.Value.name == "ROVER1")
                {
                    agent = rover1.GetComponent <NavMeshAgent>();
                }
                else
                {
                    agent = rover2.GetComponent <NavMeshAgent>();
                }

                agent.ResetPath();
                agent.gameObject.transform.position = item.Value.transform.position;
                break;

            case "TAKE_SAMPLE":
                //if (item.Value.activeSelf == true)
                //    takeSample.SetActive(true);
                //else
                //    takeSample.SetActive(false);

                break;

            case "DROP_SAMPLE":
                break;

            case "TAKE_IMAGE":
                break;
            }
        }
    }
Exemple #16
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    public void SetDestination(Vector3 destination, bool forced = false)
    {
        if (Speed <= 0f)
        {
            return;
        }
        if (navMeshAgent == null)
        {
            InitNavMeshAgent();
        }
        if (navMeshAgent.destination == destination)
        {
            return;
        }
        if (forced && OnForceDestinationSet != null)
        {
            OnForceDestinationSet();
        }
        isCurrentDestinationForced = forced;

        navMeshAgent.isStopped = true;
        navMeshAgent.ResetPath();
        navMeshAgent.isStopped = false;

        CurrentTargetPosition = destination;

        if (CurrentTarget != null && CurrentTarget.IsFrendly(this))
        {
            navMeshAgent.stoppingDistance = 0;
        }
        else
        {
            navMeshAgent.stoppingDistance = AttackRange + stoppingThreshold;
        }

        navMeshAgent.SetDestination(destination);
        IsMoving = true;
    }
Exemple #17
0
    void FixedUpdate()
    {
        //Find a player if there is no target
        if (player == null)
        {
            player = FindObjectOfType <PlayerController>().gameObject;
        }

        //Shoot if possible
        timeSinceLastShot += fixedDeltaTime;
        if (Vector3.Magnitude(transform.position - player.transform.position) <= weaponRange && timeSinceLastShot >= reloadTime)
        {
            timeSinceLastShot = 0f;
            Shoot(player.transform.position, transform.position);
        }

        //Determine movement
        if (avoidanceMode == false && (transform.position - player.transform.position).magnitude < weaponRange / 2)
        {
            avoidanceMode = true;
            agent.ResetPath();
        }
        else if (avoidanceMode == true && (transform.position - player.transform.position).magnitude > weaponRange)
        {
            avoidanceMode = false;
            agent.SetDestination(player.transform.position);
        }

        if (avoidanceMode == true && agent.remainingDistance < 1)
        {
            float   randomModifierX = Random.Range(-(weaponRange / 2), weaponRange / 2);
            float   randomModifierY = Random.Range(-(weaponRange / 2), weaponRange / 2);
            Vector3 randomPosition  = transform.position;
            randomPosition.x += randomModifierX;
            randomPosition.y += randomModifierY;
            agent.SetDestination(randomPosition);
        }
    }
Exemple #18
0
    void Update()
    {
        if (!gm.isGameOver() && !gm.countDown)
        {
            if (Input.GetMouseButtonDown(0))
            {
                RaycastHit hit;

                if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit, 100))
                {
                    agent.destination = hit.point;
                }
            }
        }
        else
        {
            agent.ResetPath();
        }

        if (agent.hasPath)
        {
            animator.speed = 1;

            if (cross == null)
            {
                cross = (GameObject)Instantiate(Resources.Load("Prefabs/Cross"), agent.destination, agent.transform.rotation);
            }
            else
            {
                cross.transform.position = agent.destination;
            }
        }
        else
        {
            animator.speed = 0;
            Destroy(cross);
        }
    }
Exemple #19
0
    public IEnumerator MoveEnemy(Vector3 target)
    {
        cameraManager.ChangeMovable();
        cameraManager.StartCoroutine("FollowEnemy", gameObject);

        navAgent.SetDestination(target); //set destination to mouse position

        audio.Play();

        yield return(new WaitForSeconds(movementTime)); //wait for how long this player can move

        audio.Stop();

        navAgent.ResetPath();          //stop movement when time is up

        cameraManager.ChangeMovable(); //make the camera stop following the player
        cameraManager.ResetCamera();

        CheckCollision();

        TurnEnded();
        turnManager.CheckEnemyTurns();
    }
 void Walk()
 {
     if (Vector3.Distance(Player.transform.position, transform.position) > 1.5f)
     {
         // transform.LookAt(Player.transform);
         // transform.Translate(Vector3.forward * Time.deltaTime * mov_speed);
         zombieAnim.ZombieWalk();
         StartCoroutine(Check());
         agent.SetDestination(Player.transform.position);
     }
     else
     {
         if (attack_cooldown <= 0 && isAlive)
         {
             Player.GetComponent <Movement>().take_damage(5.0f);
             Debug.Log("Attacking..");
             zombieAnim.ZombieAttack();
             attack_cooldown = attack_speed;
         }
         agent.ResetPath();
     }
     attack_cooldown -= Time.deltaTime;
 }
Exemple #21
0
        public override void Update()
        {
            NavMeshAgent agent = Recipient.GetComponent <NavMeshAgent>();

            // Go 1 unit in front of the other agent
            if (!initDancePosition)
            {
                initDancePosition = true;
                Vector3 position = otherAgent.transform.position + otherAgent.transform.forward * 2;
                agent.SetDestination(position);
            }
            if (agent.remainingDistance < 0.1f && !agent.pathPending && !reachedDancePosition)
            {
                agent.ResetPath();
                reachedDancePosition = true;
            }
            if (reachedDancePosition)
            {
                Recipient.transform.Rotate(new Vector3 {
                    x = 0, y = -2, z = 0
                }, Space.World);
            }
        }
    void Update()
    {
        AnimationControls();

        if (!hasDestination)
        {
            hasDestination       = true;
            currentNavMeshTarget = chaseTarget.transform.position;
            NavigationAgent.SetDestination(currentNavMeshTarget);
        }

        if (hasDestination)
        {
            //if (Vector3.Distance(transform.position, currentNavMeshTarget) > 15f)
            timer += Time.deltaTime;
            if (timer > UpdateTargetFrequency)
            {
                timer          = 0;
                hasDestination = false;
                NavigationAgent.ResetPath();
            }
        }
    }
 public void IdleMovement()
 {
     if (!agent.hasPath)
     {
         agent.CalculatePath(Random.insideUnitSphere * 10 + transform.position, currentPath);
         if (currentPath.status == NavMeshPathStatus.PathComplete)
         {
             agent.SetPath(currentPath);
         }
         else
         {
             //currentPath = null;
         }
     }
     else
     {
         if (agent.remainingDistance < 0.5f)
         {
             agent.ResetPath();
             //currentPath = new NavMeshPath();
         }
     }
 }
Exemple #24
0
 void Update()
 {
     gameover = GameDirector.getInstance().currentSceneController.isGameOver();
     if (!gameover)
     {
         target = GameDirector.getInstance().currentSceneController.getPlayerPos();
         if (getHp() <= 0 && recycleEvent != null)
         {
             recycleEvent(this.gameObject);
         }
         else
         {
             NavMeshAgent agent = GetComponent <NavMeshAgent>();
             agent.SetDestination(target);
         }
     }
     else
     {
         NavMeshAgent agent = GetComponent <NavMeshAgent>();
         agent.velocity = Vector3.zero;
         agent.ResetPath();
     }
 }
Exemple #25
0
 void Update()
 {
     if (isExploding)
     {
         BlowUp();
     }
     else
     {
         if (onChase)
         {
             if (Vector3.Distance(gameObject.transform.position, player.transform.position) > minDistance)
             {
                 Follow();
             }
             else
             {
                 navMeshAgent.isStopped = true;
                 navMeshAgent.ResetPath();
                 isExploding = true;
             }
         }
     }
 }
Exemple #26
0
        private void OnTriggerEnter(Collider other)
        {
            // If it reaches a portal, warp to a random other portal
            if (!warping && other.CompareTag("Portal"))
            {
                Debug.Log("Entered Portal");
                Portal p = other.gameObject.GetComponent <Portal>();

                agent.isStopped = true;
                agent.ResetPath();

                // Make sure it doesn't warp again after it warps in to another trigger
                warping = true;

                // Make sure we warp into a valid navmesh location
                WarpToLocation(p.GetRandomPortal().transform.position);
                //agent.Warp(p.GetRandomPortal().transform.position);

                warping = false;

                //Debug.Log(p.name);
            }
        }
Exemple #27
0
        public void StopAgent()
        {
            isPathing = false;
            if (target)
            {
                prevTarget = target;
            }
            target = null;
            cc.iK?.EnableIk();
            if (agent.isOnNavMesh && agent.hasPath)
            {
                agent.ResetPath();
            }
            // if(cc.rbChar)
            //     cc.rbChar.rb.isKinematic = false;

            if (!pathTarget)
            {
                return;
            }
            pathTarget.SetActive(false);
            // pathTarget.transform.SetParent(null);
        }
Exemple #28
0
    void OnCollisionEnter(Collision other)
    {
        if (other.gameObject.tag == "Player" && PlayerController.playerCaught == false)
        {
            agent.Stop();
            agent.ResetPath();

            caughtPlayer = true;
            PlayerController.playerCaught = true;

            gameObject.GetComponent <AILines>().speech.text = gameObject.GetComponent <AILines>().caughtLines[Random.Range(0, gameObject.GetComponent <AILines>().caughtLines.Length)];

            //FieldofView Variables:
            gameObject.GetComponent <FieldOfView>().isChasing = false;
            FieldOfView.isSpotting = false;

            waitBeforePatrolResumes = 3.75f;

            //gameObject.GetComponent<AILines>().speech.text = "";

            //SendPlayerToJail();
        }
    }
Exemple #29
0
 void Update()
 {
     gameover = SceneController.getInstance().isGameOver();
     if (!gameover)
     {
         if (getHp() <= 0)
         {
             this.gameObject.SetActive(false);
         }
         else
         {
             NavMeshAgent agent = GetComponent <NavMeshAgent>();
             target = SceneController.getInstance().getPlayerPosition();
             agent.SetDestination(target);
         }
     }
     else
     {
         NavMeshAgent agent = GetComponent <NavMeshAgent>();
         agent.velocity = Vector3.zero;
         agent.ResetPath();
     }
 }
 // Update is called once per frame
 void Update()
 {
     Debug.Log(Vector3.Distance(robot.transform.position, waypoints[currWaypoint].transform.position));
     if (Vector3.Distance(robot.transform.position, waypoints[currWaypoint].transform.position) < 1)
     {
         agent.ResetPath();
         currWaypoint++;
         agent.SetDestination(waypoints[currWaypoint].transform.position);
         if (currWaypoint == 1)
         {
             rightArrow.SetActive(true);
         }
         else if (currWaypoint == 2)
         {
             leftArrow.SetActive(true);
             rightArrow.SetActive(false);
         }
         else
         {
             leftArrow.SetActive(false);
         }
     }
 }