Exemple #1
0
    public override ActionResult Execute(RAIN.Core.AI ai)
    {
        //MonoBehaviour.Destroy(ai.Body);
        ai.Body.gameObject.SendMessage("DestroyCar");

        SpawnAI spawnAI = ai.Body.GetComponentInChildren <SpawnAI>();

        spawnAI.Remove();

        /*Spawner myScript = GameObject.Find ("Spawner_01").GetComponentInChildren<Spawner>();
         * if (myScript.totalUnits > 0) {
         *      myScript.RemoveUnit ();
         *      //return ActionResult.SUCCESS;
         * }
         *
         * myScript = GameObject.Find ("Spawner_02").GetComponentInChildren<Spawner>();
         * if (myScript.totalUnits > 0) {
         *      myScript.RemoveUnit ();
         *      //return ActionResult.SUCCESS;
         * }
         *
         * myScript = GameObject.Find ("Spawner_03").GetComponentInChildren<Spawner>();
         * if (myScript.totalUnits > 0) {
         *      myScript.RemoveUnit ();
         *      //return ActionResult.SUCCESS;
         * }
         *
         * myScript = GameObject.Find ("Spawner_04").GetComponentInChildren<Spawner>();
         * if (myScript.totalUnits > 0) {
         *      myScript.RemoveUnit ();
         *      //return ActionResult.SUCCESS;
         * }*/

        return(ActionResult.SUCCESS);
    }
Exemple #2
0
    private IEnumerator spawnSpawnable()
    {
        while (true)
        {
            yield return(new WaitForSeconds(spawnInterval));

            if (spawns.Count < maxSpawn)
            {
                int numSpawn = CalculateNumToSpawn();
                for (int x = 0; x < numSpawn; x++)
                {
                    Vector3 spawnLocation = this.gameObject.transform.position;

                    //We need to lightly scatter spawnables which are all spawning at once
                    if (spawnImmediate)
                    {
                        spawnLocation.x += x;
                        spawnLocation.z += x;
                    }

                    GameObject go = Instantiate(spawnable, spawnLocation, Quaternion.identity) as GameObject;

                    go.GetComponent <Renderer>().material = spawnMaterial;

                    SpawnAI spawned = go.GetComponent <SpawnAI>();

                    //Some items assigned don't immediately fixate
                    if (fixate != null)
                    {
                        /*
                         * Vector3 targetDir = fixate.transform.position - go.transform.position;
                         * float step = spawned.speed * Time.deltaTime;
                         * Vector3 newDir = Vector3.RotateTowards (go.transform.forward, targetDir, step, 0.0f);
                         * Debug.DrawRay (go.transform.position, newDir, Color.red);
                         * go.transform.rotation = Quaternion.LookRotation (newDir);
                         */

                        go.transform.LookAt(fixate.transform);
                        spawned.target = fixate;
                        //Quaternion rotation = Quaternion.LookRotation (fixate.transform.position - go.transform.position);
                        //go.transform.rotation = Quaternion.Slerp (go.transform.rotation, rotation, Time.deltaTime * 2);
                    }
                    spawned.health           = spawned.health * factor;
                    spawned.team             = this.team;
                    spawned.parent           = this;
                    spawned.drop             = drop;
                    spawned.damage           = spawned.damage * factor;
                    go.transform.localScale += getFactorScale();

                    spawns.Add(spawned);
                }
            }
        }
    }
Exemple #3
0
 void OnTriggerEnter(Collider other)
 {
     if (other.GetComponent <SpawnAI>() != null)
     {
         SpawnAI ai = other.GetComponent <SpawnAI>();
         if (ai.team != this.team)
         {
             ai.TakeDamage(200);
         }
     }
 }
Exemple #4
0
    public float startFightTimer = 0;           //If this reach a given number, start a fight

    // Use this for initialization
    void Start()
    {
        spawn = this;

        marineShips    = new GameObject[maxMarines];   //Sets the array length equal to the maximum ammount of marines we want in the game
        availableIndes = new bool[maxMarines];         //Does the same with this array

        for (int i = 0; i < marineShips.Length; i++)   //Cleans out the arrays
        {
            marineShips[i]    = null;
            availableIndes[i] = true;
        }
        waitBeforeNewSpawn();         //Start the marine spawn timer
        waitBeforeCargoSpawn();       //Start the cargo spawn timer
    }
Exemple #5
0
    void OnTriggerEnter(Collider other)
    {
        //If I'm already in combat with someone don't get a new target
        if (inCombat)
        {
            return;
        }

        SpawnAI ai = other.gameObject.GetComponent <SpawnAI>();

        if (ai != null && ai.team != this.team)
        {
            if (anim != null)
            {
                anim.SetTrigger(sthAttack);
            }
            canAttack  = false;
            inCombat   = true;
            combatWith = other.gameObject;
            ai.TakeDamage();
            StartCoroutine(WaitForCooldown());
        }
    }
Exemple #6
0
 void Start()
 {
     ai = gameObject.GetComponent<SpawnAI>();
     Set();
 }
Exemple #7
0
 //Eventually this should be better than constantly instancing stuff
 public void RemoveFromSpawnList(SpawnAI spawn)
 {
     spawns.Remove(spawn);
 }
Exemple #8
0
 void Start()
 {
     ai = gameObject.GetComponent <SpawnAI>();
     Set();
 }
Exemple #9
0
 void Awake()
 {
     spawnAI      = FindObjectOfType <SpawnAI>();
     pickups      = GameObject.FindGameObjectsWithTag("Pickups");
     audioManager = GameObject.FindObjectOfType <AudioManager> ();
 }
Exemple #10
0
    // Use this for initialization
    void Start()
    {
        spawn = this;

        marineShips = new GameObject[maxMarines]; //Sets the array length equal to the maximum ammount of marines we want in the game
        availableIndes = new bool[maxMarines]; //Does the same with this array

        for(int i = 0; i < marineShips.Length; i++) //Cleans out the arrays
        {
            marineShips[i] = null;
            availableIndes[i] = true;
        }
        waitBeforeNewSpawn(); //Start the marine spawn timer
        waitBeforeCargoSpawn(); //Start the cargo spawn timer
    }