/////////////////////////////////////////////////// // Member Functions /////////////////////////////////////////////////// /// <summary> /// Generic constructor /// </summary> public BasicDefense(VehInfo.Car type, Helpers.ObjectState state, Arena arena, Script_CTFHQ _ctfhq, Player _owner) : base(type, state, arena, new SteeringController(type, state, arena)) { Random rnd = new Random(); //Handle movements _seperation = (float)rnd.NextDouble(); steering = _movement as SteeringController; //Our weapon to use when we are close to the enemy _weaponClose = new WeaponController(_state, new WeaponController.WeaponSettings()); _weaponFar = new WeaponController(_state, new WeaponController.WeaponSettings()); //Equip our normal weapon if (type.InventoryItems[0] != 0) { _weaponFar.equip(AssetManager.Manager.getItemByID(type.InventoryItems[0])); } //Setup our second weapon if (type.InventoryItems[1] != 0) { _weaponClose.equip(AssetManager.Manager.getItemByID(type.InventoryItems[1])); } ctfhq = _ctfhq; owner = _owner; }
protected void Awake() { _steeringController = GetComponent<SteeringController>(); _return = GetComponent<FS_Marge_ReturnHomer>(); _pathFinder = GameObject.Find("PathFinder").GetComponent<PathFinder>(); }
protected void Awake() { _steeringController = GetComponent<SteeringController>(); _flock = GetComponent<FS_Homer_Flock>(); _escape = GetComponent<FS_Homer_Escape>(); _homer = GetComponent<Homer>(); }
protected void Awake() { _steeringController = GetComponent <SteeringController>(); _wander = GetComponent <FS_Homer_Wander>(); _escape = GetComponent <FS_Homer_Escape>(); _homer = GetComponent <Homer>(); }
void Awake() { this.steering = this.gameObject.GetComponent <SteeringController>(); this.animator = this.gameObject.GetComponent <Animator>(); this.ik = this.animator.GetComponent <IKController>(); this.RegisterWithIK(); }
/////////////////////////////////////////////////// // Member Functions /////////////////////////////////////////////////// /// <summary> /// Generic constructor /// Type = Vehicle bot uses /// State = direction and location of bot for spawn /// Arena = the arena the bot is in /// Team = the team the bot is on /// Lane = the lane the bot is assigned to [0=top,1=mid,2=bottom] /// Side = the side we are on, 0 = left -- 1 = right /// </summary> public RangeMinion(VehInfo.Car type, Helpers.ObjectState state, Arena arena, Script_MOBA moba, Team team, int lane, int side) //: base( : base(type, state, arena, new SteeringController(type, state, arena)) { Random rnd = new Random(Environment.TickCount); _lane = lane; _team = team; _moba = moba; _attacking = false; _side = side; if (_side == 0) { _atWaypoint = 0; } else { _atWaypoint = _maxWaypoints; } _seperation = (float)rnd.NextDouble(); steering = _movement as SteeringController; if (type.InventoryItems[0] != 0) { _weapon.equip(AssetManager.Manager.getItemByID(type.InventoryItems[0])); } }
public void Initialize(Species species) { _builder = GetComponent <CreatureBuilder>(); _species = species; _species.OnMutationAdded += OnMutationAdded; _species.OnMutationRemoved += OnMutationRemoved; _senseses = GetComponentInChildren <Senses>(); _steering = GetComponent <SteeringController>(); _steering.AddBehaviour <PredatorAvoidance>(); _steering.AddBehaviour <Pursuit>(); _steering.AddBehaviour <Arrive>(); _steering.AddBehaviour <Wander>(); _steering.DisableAll(); _health = species.GetStat(StatType.Health); Calories = species.CalorieConsumption / 2.0f; for (int i = 0; i < _species.MutationCount; i++) { OnMutationAdded(_species.GetMutation(i)); } UpdateStats(); RethinkState(); name += " -" + species.Name; }
protected void Awake() { _steeringController = GetComponent <SteeringController>(); _wander = GetComponent <FS_Marge_Wander>(); _dropPoint = GetComponent <Enemy>().zone.transform; _pathFinder = GameObject.Find("PathFinder").GetComponent <PathFinder>(); }
protected void Awake() { _steeringController = GetComponent <SteeringController>(); _return = GetComponent <FS_Marge_ReturnHomer>(); _pathFinder = GameObject.Find("PathFinder").GetComponent <PathFinder>(); }
void Awake() { this.steering = this.gameObject.GetComponent<SteeringController>(); this.animator = this.gameObject.GetComponent<Animator>(); this.ik = this.animator.GetComponent<IKController>(); this.RegisterWithIK(); }
protected void Awake() { _steeringController = GetComponent <SteeringController>(); _catch = GetComponent <FS_Marge_CatchHomer>(); _marge = GetComponent <Marge>(); _pathFinder = GameObject.Find("PathFinder").GetComponent <PathFinder>(); }
void Awake() { this.steering = this.gameObject.GetComponent <SteeringController>(); if (this.steering == null) { this.steering = transform.gameObject.AddComponent <SteeringController>(); } this.animator = this.gameObject.GetComponent <Animator>(); }
private void OnValidate() { steering = GetComponent <SteeringController>(); steeringAgent = GetComponent <SteeringAgent>(); if (Application.isPlaying) { SetInput(isPlayerControlled); } }
/////////////////////////////////////////////////// // Member Functions /////////////////////////////////////////////////// /// <summary> /// Generic constructor /// Type = Vehicle bot uses /// State = direction and location of bot for spawn /// Arena = the arena the bot is in /// </summary> public RangeMinion(VehInfo.Car type, Helpers.ObjectState state, Arena arena, Script_Fantasy script, int ID) //: base( : base(type, state, arena, new SteeringController(type, state, arena)) { Random rnd = new Random(Environment.TickCount); _attacking = false; _seperation = (float)rnd.NextDouble(); steering = _movement as SteeringController; //Assign all our stats foreach (var p in script._spawns) { if (p.ID == ID) {//Found our entry, now set all the settings //Targetting settings targetBot = p.atkBots; targetVehicles = p.atkVeh; targetPlayer = p.atkPlayer; _homeID = p.spawnID; _vehID = p.vehID; //Spawn point settings //p.relyOnSpawn; //Distances _defenseRadius = p.defenseRadius; _distanceFromHome = p.distanceFromHome; _radiusToPatrol = p.patrolRadius; _lockInTime = p.lockInTime; _attackRadius = p.attackRadius; foreach (var w in p._weapons) { _weapons.Add(new BotWeapon(w.ID)); _weapons[w.ID].weaponID = w.weaponID; _weapons[w.ID].allChance = w.allChance; _weapons[w.ID].shortChance = w.shortChance; _weapons[w.ID].midChance = w.midChance; _weapons[w.ID].longChance = w.longChance; _weapons[w.ID].preferredRange = w.preferredRange; } _midRange = p.shortRange + 1; _longRange = p.longRange + 1; } } //By default set out current weapon to close range if (type.InventoryItems[0] != 0) { _weapon.equip(AssetManager.Manager.getItemByID(type.InventoryItems[0])); } }
void UpdateFlies() { GameObject[] flys = GameObject.FindGameObjectsWithTag("Fly"); foreach (GameObject fly in flys) { SteeringController sc = fly.GetComponent <SteeringController>(); if (sc != null) { sc.avoidObstacles = (PlayerPrefs.GetInt("AvoidObstacles") == 1)? true : false; } } }
// Use this for initialization void Start() { thisRb = GetComponent <Rigidbody>(); thisRb.freezeRotation = true; steeringController = GameObject.Find("SteeringController").GetComponent <SteeringController>(); steeringController.AddCharacter(gameObject); this.position = transform.position; this.velocity = thisRb.velocity; this.orientation = transform.eulerAngles.y; this.rotation = 0.0f; }
// Update is called once per frame void Update() { if (this.targetPos != this.target.transform.position) { this.targetPos = this.target.transform.position; SteeringController steering = GetComponent <SteeringController>(); if (steering != null) { steering.Target = this.targetPos; } } }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.P) == true) { this.targetPos = this.target.transform.position; SteeringController steering = GetComponent <SteeringController>(); if (steering != null) { steering.Target = this.targetPos; } } }
/////////////////////////////////////////////////// // Member Functions /////////////////////////////////////////////////// /// <summary> /// Generic constructor /// </summary> public RoamingAttacker(VehInfo.Car type, Helpers.ObjectState state, Arena arena) : base(type, state, arena, new SteeringController(type, state, arena)) { Random rnd = new Random(); _seperation = (float)rnd.NextDouble(); steering = _movement as SteeringController; if (type.InventoryItems[0] != 0) { _weapon.equip(AssetManager.Manager.getItemByID(type.InventoryItems[0])); } }
protected SteeringController steering; //System for controlling the bot's steering public Chopper(VehInfo.Car type, Helpers.ObjectState state, Arena arena) //: base( : base(type, state, arena, new SteeringController(type, state, arena)) { Random rnd = new Random(Environment.TickCount); steering = _movement as SteeringController; if (type.InventoryItems[0] != 0) { _weapon.equip(AssetManager.Manager.getItemByID(type.InventoryItems[0])); } }
public EliteMarine(VehInfo.Car type, Helpers.ObjectState state, Arena arena) : base(type, state, arena, new SteeringController(type, state, arena)) { Random rnd = new Random(); _seperation = (float)rnd.NextDouble(); steering = _movement as SteeringController; _rand = new Random(); if (type.InventoryItems[0] != 0) { _weapon.equip(AssetManager.Manager.getItemByID(type.InventoryItems[0])); } _actionQueue = new List <Action>(); }
/////////////////////////////////////////////////// // Member Functions /////////////////////////////////////////////////// /// <summary> /// Generic constructor /// </summary> public JungleBot(VehInfo.Car type, Helpers.ObjectState state, Arena arena, Script_MOBA _ctfhq, Vehicle home) : base(type, state, arena, new SteeringController(type, state, arena)) { Random rnd = new Random(); _home = home; _seperation = (float)rnd.NextDouble(); steering = _movement as SteeringController; if (type.InventoryItems[0] != 0) { _weapon.equip(AssetManager.Manager.getItemByID(type.InventoryItems[0])); } }
/////////////////////////////////////////////////// // Member Functions /////////////////////////////////////////////////// /// <summary> /// Generic constructor /// </summary> public CombatBot(VehInfo.Car type, Helpers.ObjectState state, Arena arena, Script_ZombieZone _zz, Player engineer) : base(type, state, arena, new SteeringController(type, state, arena)) { Random rnd = new Random(); _seperation = (float)rnd.NextDouble(); steering = _movement as SteeringController; if (type.InventoryItems[0] != 0) { _weapon.equip(AssetManager.Manager.getItemByID(type.InventoryItems[0])); } zz = _zz; creator = engineer; }
private bool _hq; //Tells us if HQ exists /////////////////////////////////////////////////// // Member Functions /////////////////////////////////////////////////// /// <summary> /// Generic constructor /// </summary> public Engineer(VehInfo.Car type, Helpers.ObjectState state, Arena arena, Script_CTFHQ _ctfhq) : base(type, state, arena, new SteeringController(type, state, arena)) { Random rnd = new Random(); _seperation = (float)rnd.NextDouble(); steering = _movement as SteeringController; if (type.InventoryItems[0] != 0) { _weapon.equip(AssetManager.Manager.getItemByID(type.InventoryItems[0])); } ctfhq = _ctfhq; _tickLastRet = 0; _tickLastHeal = 0; }
public Juggernaut(VehInfo.Car type, Helpers.ObjectState state, Arena arena) : base(type, state, arena, new SteeringController(type, state, arena)) { Random rnd = new Random(); _seperation = (float)rnd.NextDouble(); steering = _movement as SteeringController; _rand = new Random(); if (type.InventoryItems[0] != 0) { _weapon.equip(AssetManager.Manager.getItemByID(type.InventoryItems[0])); } _shotsFired = new List <Projectile>(); _tickSpawned = Environment.TickCount; }
void UpdateFlies() { GameObject[] flys = GameObject.FindGameObjectsWithTag("Fly"); foreach (GameObject fly in flys) { SteeringController sc = fly.GetComponent <SteeringController>(); if (sc != null) { if (gameMaster != null) { sc.avoidObstacles = gameMaster.FlyDemoObstacleAvoidance; } else { sc.avoidObstacles = true; } } } }
/////////////////////////////////////////////////// // Member Functions /////////////////////////////////////////////////// /// <summary> /// Generic constructor /// </summary> public Captain(VehInfo.Car type, Helpers.ObjectState state, Arena arena, Script_Eol BaseScript, Player _owner) : base(type, state, arena, new SteeringController(type, state, arena)) { Random rnd = new Random(); _seperation = (float)rnd.NextDouble(); steering = _movement as SteeringController; if (type.InventoryItems[0] != 0) { _weapon.equip(AssetManager.Manager.getItemByID(type.InventoryItems[0])); } _baseScript = BaseScript; owner = _owner; //figure out method to keep track of level if they died otherwise they will multiply bots - big bug lastCheckedLevel = 2; //They had to have gotton to level two to get a bot }
/////////////////////////////////////////////////// // Member Functions /////////////////////////////////////////////////// /// <summary> /// Generic constructor /// Type = Vehicle bot uses /// State = direction and location of bot for spawn /// Arena = the arena the bot is in /// Team = the team the bot is on /// Lane = the lane the bot is assigned to [0=top,1=mid,2=bottom] /// </summary> public Projectile(VehInfo.Car type, Helpers.ObjectState state, Arena arena, Script_MOBA moba, Team team) //: base( : base(type, state, arena, new SteeringController(type, state, arena)) { Random rnd = new Random(Environment.TickCount); _team = team; _moba = moba; _seperation = (float)rnd.NextDouble(); steering = _movement as SteeringController; if (type.InventoryItems[0] != 0) { _weapon.equip(AssetManager.Manager.getItemByID(type.InventoryItems[0])); } _lifeTime = Environment.TickCount; }
// Use this for initialization void Start() { appraisal = GetComponent <Appraisal>(); agentComponent = GetComponent <AgentComponent>(); affectComponent = GetComponent <AffectComponent>(); steering = GetComponent <SteeringController>(); // navmeshAgent.radius -= 0.1f; //smaller than regular size //navmeshAgent.speed += 0.6f; //faster than regular speed agentComponent.walkingSpeed = steering.maxSpeed; counterPos = GameObject.Find("counter").transform.position; cashier = GameObject.Find("cashier"); storeEntrance = GameObject.Find("storeEntrance"); acquiredObjCnt = 0; desiredObjCnt = (int)(5f * affectComponent.personality[(int)OCEAN.E] + 6f); //correlated to extroversion [1 11] InitAppraisalStatus(); }
// Use this for initialization void Start() { if (Random.Range(0, 1) == 0) //randomise the turn Direction { PreferedTurnDir = -1; } SteerController = GetComponent <SteeringController>(); HomePosition = transform.position; DefendingPosition = transform.position; AttackingPosition = AttackPoint.transform.position; CurrentState = ReturnToHomeRegion.Instance(); PreviousState = ReturnToHomeRegion.Instance(); GlobalState = GlobalPlayerState.Instance(); CurrentState.Enter(gameObject); UpdateStateText(); NextKick = Time.time + KickDelay; }
/////////////////////////////////////////////////// // Member Functions /////////////////////////////////////////////////// /// <summary> /// Generic constructor /// </summary> public Troop(VehInfo.Car type, Helpers.ObjectState state, Arena arena) : base(type, state, arena, new SteeringController(type, state, arena)) { Random rnd = new Random(); _seperation = (float)rnd.NextDouble(); steering = _movement as SteeringController; if (type.InventoryItems[0] != 0) { _weapon.equip(AssetManager.Manager.getItemByID(type.InventoryItems[0])); } settings = new WeaponController.WeaponSettings(); settings.aimFuzziness = 8; _weapon.setSettings(settings); _shotsFired = new List <Projectile>(); _energy = c_maxEnergy; }
private void OnValidate() { steering = GetComponent <SteeringController>(); }
// Use this for initialization void Awake() { this._coordinator = this.gameObject.GetComponent <Coordinator>(); this._steering = this.gameObject.GetComponent <SteeringController>(); }
// Use this for initialization void Start() { appraisal = GetComponent<Appraisal>(); agentComponent = GetComponent<AgentComponent>(); affectComponent = GetComponent<AffectComponent>(); steering = GetComponent<SteeringController>(); // navmeshAgent.radius -= 0.1f; //smaller than regular size //navmeshAgent.speed += 0.6f; //faster than regular speed agentComponent.walkingSpeed = steering.maxSpeed; counterPos = GameObject.Find("counter").transform.position; cashier = GameObject.Find("cashier"); storeEntrance = GameObject.Find("storeEntrance"); acquiredObjCnt = 0; desiredObjCnt = (int)(5f * affectComponent.personality[(int)OCEAN.E] + 6f); //correlated to extroversion [1 11] InitAppraisalStatus(); }
// Use this for initialization void Awake() { this._coordinator = this.gameObject.GetComponent<BodyCoordinator>(); this._steering = this.gameObject.GetComponent<SteeringController>(); }
protected void Awake() { _steeringController = GetComponent<SteeringController>(); _wander = GetComponent<FS_Homer_Wander>(); _homer = GetComponent<Homer>(); }