// Update is called once per frame void Update() { _currState = _playerBH.State; if (AllowRotation) { RotateCamera(); } RaiseCamera(); }
void Update() { #region Previous //First check if player is in visionDistance _currState = _player.gameObject.GetComponent <PlayerBehaviour>().State; if (Vector3.Distance(this.gameObject.transform.position, _player.position) <= _visionDistance) { //If Player is in VisionDistance -> Check if nothing is blocking LOS RaycastHit hit; if (Physics.Linecast(this.gameObject.transform.position, _player.position, out hit, _layerMask) || _currState == PlayerBehaviour.States.Sitting || _currState == PlayerBehaviour.States.KnockedOut) { //If the lineCast returns true, something is in between the player & AI if (this.gameObject.name.Contains("Type01")) { if (_aiBehaviour.IsAIFollowing) { _aiBehaviour.ResetAgent(); } } _aiBehaviour.IsAIFollowing = false; if (this.gameObject.name.Contains("Type02")) { //Doesn't happen _aiBehaviour.IsAILooking = false;; } //Reset Agent } else { //Check if following or looking type if (this.gameObject.name.Contains("Type01")) { _aiBehaviour.IsAIFollowing = true; } if (this.gameObject.name.Contains("Type02")) { _aiBehaviour.IsAILooking = true; } _aiBehaviour.PlayerPosition = _player.position; } } else { if (this.gameObject.name.Contains("Type01")) { _aiBehaviour.IsAIFollowing = false; } if (this.gameObject.name.Contains("Type02")) { _aiBehaviour.IsAILooking = false; } } #endregion }
private void CheckIfPlayerCanPickUp(GameObject player) { PlayerBehaviour.States state = player.GetComponent <PlayerBehaviour>().State; //Allow player to pick up object if (Input.GetButtonDown(_input.A) && state != PlayerBehaviour.States.WalkingWithPickup) { player.GetComponent <PlayerBehaviour>().PickUpObject(this.gameObject); this.gameObject.GetComponent <Rigidbody>().isKinematic = true; } }
void Update() { currentState = GetComponent <PlayerBehaviour>().currentState; //to-do make sure colliders are for solid objects if (currentState != PlayerBehaviour.States.flinching && currentState != PlayerBehaviour.States.dying) { AirborneOrIdle(); if (GameInput.Left()) { if (currentState != PlayerBehaviour.States.airborne) { currentState = PlayerBehaviour.States.walking; } Move(-Speed, null); anim.SetBool("Moving", true); } else if (GameInput.Right()) { if (currentState != PlayerBehaviour.States.airborne) { currentState = PlayerBehaviour.States.walking; } Move(Speed, null); anim.SetBool("Moving", true); } else { if (currentState != PlayerBehaviour.States.airborne) { currentState = PlayerBehaviour.States.idle; } PlayerRigidbody.velocity = new Vector2(0, PlayerRigidbody.velocity.y); anim.SetBool("Moving", false); } if (GameInput.Jump()) { if (currentState != PlayerBehaviour.States.airborne) { Move(null, JumpPower); } } } else if (currentState == PlayerBehaviour.States.flinching) { Flinch(); } }
private void CheckPlayerStates(GameObject player) { PlayerBehaviour.States state = player.GetComponent <PlayerBehaviour>().State; //Preparing throw, as soon as trigger gets released, object will be thrown if (state == PlayerBehaviour.States.WalkingWithPickup && Input.GetAxis(_input.Triggers) != 0) { StartThrow(); } //Throw object if (_isThrowing == true && Input.GetAxis(_input.Triggers) == 0) { Throw(); } }
private void CheckPlayerState(GameObject player) { PlayerBehaviour.States state = player.GetComponent <PlayerBehaviour>().State; if (Input.GetButtonDown(_input.A)) { if (state == PlayerBehaviour.States.Walking) { WalkingToPushBox(player); } else if (state == PlayerBehaviour.States.PushingBox) { PushBoxToWalking(player); } } }
private bool CheckLineOfSight(bool allowReset) { _currentState = _player.GetComponent <PlayerBehaviour>().State; RaycastHit hit; if (Physics.Linecast(this.gameObject.transform.position, _player.transform.position, out hit, _layerMask) || _currentState == PlayerBehaviour.States.Sitting || _currentState == PlayerBehaviour.States.KnockedOut) { //Something in between player & AI if (allowReset && _aiBehaviour.IsAIFollowing) { _aiBehaviour.ResetAgent(); } return(false); } else { _aiBehaviour.PlayerPosition = _player.transform.position; return(true); } }