public override void Update() { Count += Time.deltaTime; if (Count >= 5 && !exit) { Ship2.GetComponent <SteeringBehaviours>().turnOffAll(); Ship2.SetActive(false); Ship2.gameObject.SetActive(false); //Ship2.renderer.enabled = false; exit = true; } }
public override void Start() { Params.Load("default.txt"); // Setting the inital starting position of the leader ship leader = CreateBoid(new Vector3(-87, 2.4f, 386), leaderPrefab); // Setting the scale of the ship leader.transform.localScale = new Vector3(0.015f, 0.015f, 0.015f); // Setting the initial starting position of the random walk target leader.GetComponent <SteeringBehaviours> ().randomWalkTarget = leader.transform.position; leader.GetComponent <SteeringBehaviours> ().RandomWalkEnabled = true; leader.GetComponent <SteeringBehaviours> ().ObstacleAvoidanceEnabled = true; // The same as above for different ship and different location Ship2 = CreateBoid(new Vector3(-85.0f, 2.4f, 386), Ship2Prefab); Ship2.transform.localScale = new Vector3(0.015f, 0.015f, 0.015f); Ship2.GetComponent <SteeringBehaviours> ().randomWalkTarget = Ship2.transform.position; Ship2.GetComponent <SteeringBehaviours> ().RandomWalkEnabled = true; Ship2.GetComponent <SteeringBehaviours> ().ObstacleAvoidanceEnabled = true; //CreateCamFollower(boid, new Vector3(0, 5, -10)); }
public override void Start() { Params.Load("default.txt"); leader = CreateBoid(new Vector3(-20, 5, 50), leaderPrefab); Ship2 = CreateBoid(new Vector3(-100, 0, 100), Ship2Prefab); GameObject ship3 = CreateBoid(new Vector3(-100, 0, 0), Ship2Prefab); if (initialPos == Vector3.zero && initialPos2 == Vector3.zero) { initialPos = leader.transform.position; Debug.Log(initialPos); initialPos2 = Ship2.transform.position; } Path path = leader.GetComponent <SteeringBehaviours>().path; Path path2 = Ship2.GetComponent <SteeringBehaviours>().path; Path path3 = ship3.GetComponent <SteeringBehaviours> ().path; leader.GetComponent <SteeringBehaviours>().path.Waypoints.Add(initialPos); Ship2.GetComponent <SteeringBehaviours>().path.Waypoints.Add(initialPos2); //path.Waypoints.Add(initialPos + new Vector3(-50, 0, 80)); //path.Waypoints.Add(initialPos + new Vector3(0, 0, 160)); //path.Waypoints.Add(initialPos + new Vector3(200, 0, 80)); path.Waypoints.Add(initialPos + new Vector3(0, 0, 80)); path.Waypoints.Add(initialPos + new Vector3(20, 0, 120)); path.Waypoints.Add(initialPos + new Vector3(20, 0, 200)); path.Waypoints.Add(initialPos + new Vector3(0, 0, 240)); path.Waypoints.Add(initialPos + new Vector3(0, 0, 320)); path.Waypoints.Add(initialPos + new Vector3(20, 0, 360)); path.Waypoints.Add(initialPos + new Vector3(150, 0, 380)); path.Waypoints.Add(initialPos + new Vector3(150, 0, 0)); path.Looped = true; path.draw = true; leader.GetComponent <SteeringBehaviours>().turnOffAll(); leader.GetComponent <SteeringBehaviours> ().FollowPathEnabled = true; leader.GetComponent <SteeringBehaviours> ().ObstacleAvoidanceEnabled = true; path2.Waypoints.Add(initialPos2 + new Vector3(-60, 0, 0)); path2.Waypoints.Add(initialPos2 + new Vector3(-60, 0, 100)); path2.Waypoints.Add(initialPos2 + new Vector3(-40, 0, 120)); path2.Waypoints.Add(initialPos2 + new Vector3(-40, 0, 200)); path2.Waypoints.Add(initialPos2 + new Vector3(-60, 0, 240)); path2.Waypoints.Add(initialPos2 + new Vector3(-60, 0, 320)); path2.Waypoints.Add(initialPos2 + new Vector3(-40, 0, 360)); path2.Waypoints.Add(initialPos2 + new Vector3(-20, 0, 380)); path2.Waypoints.Add(initialPos2 + new Vector3(40, 0, 0)); path2.Looped = true; path2.draw = true; Ship2.GetComponent <SteeringBehaviours>().turnOffAll(); Ship2.GetComponent <SteeringBehaviours> ().FollowPathEnabled = true; Ship2.GetComponent <SteeringBehaviours> ().ObstacleAvoidanceEnabled = true; path3.Waypoints.Add(initialPos2 + new Vector3(40, 0, 0)); path3.Waypoints.Add(initialPos2 + new Vector3(-60, 0, 0)); path3.Waypoints.Add(initialPos2 + new Vector3(-60, 0, 100)); path3.Waypoints.Add(initialPos2 + new Vector3(-40, 0, 120)); path3.Waypoints.Add(initialPos2 + new Vector3(-40, 0, 200)); path3.Waypoints.Add(initialPos2 + new Vector3(-60, 0, 240)); path3.Waypoints.Add(initialPos2 + new Vector3(-60, 0, 320)); path3.Waypoints.Add(initialPos2 + new Vector3(-40, 0, 360)); path3.Waypoints.Add(initialPos2 + new Vector3(-20, 0, 380)); path3.Waypoints.Add(initialPos2 + new Vector3(40, 0, 0)); path3.Looped = true; path3.draw = true; ship3.GetComponent <SteeringBehaviours>().turnOffAll(); ship3.GetComponent <SteeringBehaviours> ().FollowPathEnabled = true; ship3.GetComponent <SteeringBehaviours> ().ObstacleAvoidanceEnabled = true; /*int fleetSize = 5; * float xOff = 12; * float zOff = -12; * for (int i = 2; i < fleetSize; i++) * { * for (int j = 0; j < i; j++) * { * float z = (i - 1) * zOff; * Vector3 offset = new Vector3((xOff * (-i / 2.0f)) + (j * xOff), 0, z); * GameObject fleet = CreateBoid(Ship2.transform.position + offset, Ship2Prefab); * fleet.GetComponent<SteeringBehaviours>().Ship2 = Ship2; * fleet.GetComponent<SteeringBehaviours>().offset = offset; * fleet.GetComponent<SteeringBehaviours>().turnOn(SteeringBehaviours.behaviour_type.obstacle_avoidance); * fleet.GetComponent<SteeringBehaviours>().seekTargetPos = new Vector3(0, 0, 450); * fleet.GetComponent<SteeringBehaviours>().turnOn(SteeringBehaviours.behaviour_type.offset_pursuit); * fleet.GetComponent<SteeringBehaviours>().turnOn(SteeringBehaviours.behaviour_type.separation); * fleet.GetComponent<SteeringBehaviours>().turnOn(SteeringBehaviours.behaviour_type.wall_avoidance); * } * }*/ if (Application.loadedLevel == 5) { CreateCamFollower(leader, new Vector3(0, 50, -70)); } GroundEnabled(true); }