private Vector3 goalPos; //The current goal position void Awake() { //SEARCHING INSTANTIATION CODE search = GetComponent <SearchingState>(); //we make search hold a reference of the SearchState script inASearch = false; //Set the searching state false by default //GEMS INSTANTIATION CODE gemTracker = gemTrackerObject.GetComponent <GemTracker>(); //This is to allows us to keep track of gems gemPositions = new List <Vector3>(); //create new list of Vector3 positions for the gems searchNewGem = true; //set the searchNewGem to true upon start closestGem = new Vector3(); //SIGHT INSTANTIATION CODE sight = GetComponent <SightController>(); //ATTACKING INSTANTIATION CODE attack = GetComponent <AttackingState>(); player = GameObject.FindGameObjectWithTag("Player"); //HEALTH INSTANTIATION CODE health = GetComponent <NPC1Health>(); //CHASE INSTANTIATION CODE chasing = false; //PLAYER DETECTION INSTANTIATION CODE playerDetectionTimer = 3f; playerPos = new Vector3(); //FLEEING INSTATIATION CODE escapePos = new Vector3(); goalPos = new Vector3(); fleeing = false; }
void Awake() { search = GetComponent <SearchingState>(); //we make search hold a reference of the SearchState script inASearch = false; //Set the searching state false by default attack = GetComponent <AttackingState>(); player = GameObject.FindGameObjectWithTag("Player"); }
void Awake() { sight = GetComponent <SightController>(); search = GetComponent <SearchingState>(); currPlayerPos = new Vector3(1000f, 1000f, 1000f); lastPlayerSeenPos = new Vector3(0f, 0f, 0f); chaseTimer = 5f; }
private void Start() { Debug.Log("Bee"); movementSM = new StateMachine(); searching = new SearchingState(this, movementSM); fleeing = new FleeingState(this, movementSM); gathering = new GatheringState(this, movementSM); dancing = new DancingState(this, movementSM); atHive = new AtHiveState(this, movementSM); movementSM.Initialize(searching); // Default }
private void Awake() { chaseState = new ChaseState(this); patrolState = new PatrolState(this); guardState = new GuardState(this); dazedState = new DazedState(this); distractedState = new DistractedState(this); searchingState = new SearchingState(this); suspiciousState = new SuspiciousState(this); koState = new KOState(this); walkState = new WalkState(this); navMeshAgent = GetComponent <NavMeshAgent>(); }
private void Awake() { chaseState = new ChaseState(this); patrolState = new PatrolState(this); guardState = new GuardState(this); dazedState = new DazedState(this); distractedState = new DistractedState(this); searchingState = new SearchingState(this); suspiciousState = new SuspiciousState(this); koState = new KOState(this); walkState = new WalkState(this); pointSearchState = new PointSearchState(this); navMeshAgent = GetComponent<NavMeshAgent>(); player = GameObject.FindGameObjectWithTag("Player"); Path = Pathways[0]; AIPath CheckpointScript = Path.GetComponent<AIPath>(); navPoint = CheckpointScript.getPoints()[0]; currentState = patrolState; //sets the current state NoOcclusionLM = 1 << noOcclusionLayer; NoOcclusionLM = ~NoOcclusionLM; }