Exemple #1
0
        /// <summary>
        /// Sets the new destination that we need to travel to
        /// </summary>
        /// <param name="rDestination"></param>
        protected virtual void SetDestination(Vector3 rDestination)
        {
            if (!mHasArrived && mAgentDestination == rDestination)
            {
                return;
            }

            // Reset the properties
            mHasArrived = false;

            // Set the new destination
            mAgentDestination = rDestination;

            // Recalculate the path
            if (!mNavMeshAgent.pathPending)
            {
                mNavMeshAgent.updatePosition   = false;
                mNavMeshAgent.updateRotation   = false;
                mNavMeshAgent.stoppingDistance = _StopDistance;

                mNavMeshAgent.ResetPath();
                mNavMeshAgent.SetDestination(mAgentDestination);

                mFirstPathSet = true;
            }
        }
 public override void End()
 {
     if ((resetPath.isNone || resetPath.Value) && m_GOAgent != null && m_GOAgent.hasPath && gameObject.Value != null)
     {
         m_GOAgent.ResetPath();
     }
 }
        void DoResetPath()
        {
            if (_agent == null)
            {
                return;
            }

            _agent.ResetPath();
        }
 void PauseNavMeshAgent(int dummy)
 {
     if (myNavMeshAgent != null && myNavMeshAgent.enabled)
     {
         myNavMeshAgent.ResetPath();
         enemyMaster.isNavPaused = true;
         StartCoroutine(RestartNavMeshAgent());
     }
 }
        public void NavigateTo(Vector3 position, Action callback)
        {
            navAgent.ResetPath();
            navAgent.SetDestination(position);

            running         = true;
            reachedCallback = callback;
            frontAnim.Run();
            backAnim.Run();
        }
Exemple #6
0
        public override TaskStatus OnUpdate()
        {
            if (navMeshAgent == null)
            {
                Debug.LogWarning("NavMeshAgent is null");
                return(TaskStatus.Failure);
            }

            navMeshAgent.ResetPath();

            return(TaskStatus.Success);
        }
Exemple #7
0
 public override void Stop()
 {
     base.Stop();
     if (useNavMeshAgent && navMeshAgent && navMeshAgent.isOnNavMesh && !navMeshAgent.isStopped)
     {
         //_turnOnSpotDirection = transform.forward;
         //temporaryDirection = transform.forward;
         navMeshAgent.isStopped = true;
         this.destination       = transform.position;
         ForceUpdatePath();
         navMeshAgent.ResetPath();
     }
 }
        //========================================
        //      Self-Define
        //------------------------------
        //----------------------
        // Public Functions

        /// <summary>
        /// Target One player and do in range action.
        /// </summary>
        /// <param name="target"> Target we are following. </param>
        public void TargetOne(Transform target)
        {
            // if target is does not exist,
            // end function call.
            if (target == null)
            {
                JCS_Debug.LogError(
                    "This transform u are targeting are null...");
                return;
            }

            if (mSearchCount == 2)
            {
                // reset search count.
                mSearchCount = 0;

                // exit out of recursive function call...
                return;
            }

            // reset the path every time it request.
            mNavMeshAgent.ResetPath();

            // calculate the distance and range relationship,
            // and find out the position enemy are approach to.
            Vector3 targetPos = CalculateRange(target.transform.position);

            // set to the destination.
            bool found = mNavMeshAgent.SetDestination(targetPos);


            // increase the search count.
            ++mSearchCount;

            // if faild, try it again.
            if (!found)
            {
                TargetOne(target);
            }
            else
            {
                // if succesed.
                // reset search count.
                mSearchCount = 0;
            }

            // make sure the action is approve.
            mTargeted = true;
        }
Exemple #9
0
        // Update is called once per frame
        void FixedUpdate()
        {
            if (targetTeamPlayer == null)
            {
                readyToAttack = false;
                //if(!reset)
                {
                    //agent.ResetPath();
                    //StartCoroutine(waitOneSecond());
                }
                return;
            }
            Vector3 targetPos         = targetTeamPlayer.gameObject.transform.position;
            float   mag               = (targetPos - character.transform.position).magnitude;
            bool    inAttackRange     = mag < attackRange;
            bool    inBestAttackRange = mag < stopRange;

            if (inAttackRange)
            {
                if (readyToAttack)
                {
                    Vector3 dir = targetPos - character.transform.position;

                    RaycastHit hit;
                    if (Physics.Raycast(eyes.transform.position, dir, out hit))
                    {
                        if (hit.collider.gameObject == targetTeamPlayer.gameObject)
                        {
                            agent.ResetPath();
                            if (initiativeEquipment != null)
                            {
                                Vector3 currentDir = Vector3.Lerp(initiativeEquipmentRoot.transform.forward, dir, _aimSpeed);
                                initiativeEquipmentRoot.transform.rotation = Quaternion.LookRotation(currentDir);
                                //瞄准玩家攻击
                                initiativeEquipment.FunctionBtnInput(character, BtnType.Main1, BtnInputType.Down);

                                currentDir   = Vector3.Lerp(transform.forward, dir, _aimSpeed);
                                currentDir.y = 0;
                                character.transform.rotation = Quaternion.LookRotation(currentDir);
                            }
                        }
                        else
                        {
                            initiativeEquipment.FunctionBtnInput(character, BtnType.Main1, BtnInputType.Up);
                            agent.SetDestination(targetPos);
                        }
                    }
                    else
                    {
                        initiativeEquipment.FunctionBtnInput(character, BtnType.Main1, BtnInputType.Up);
                        agent.SetDestination(targetPos);
                    }
                }
                else
                {
                    if (inBestAttackRange)
                    {
                        readyToAttack = true;
                    }
                    else
                    {
                        readyToAttack = false;
                        initiativeEquipment.FunctionBtnInput(character, BtnType.Main1, BtnInputType.Up);
                        agent.SetDestination(targetPos);
                    }
                }
            }
            else
            {
                readyToAttack = false;
                initiativeEquipment.FunctionBtnInput(character, BtnType.Main1, BtnInputType.Up);
                agent.SetDestination(targetPos);
            }
        }
Exemple #10
0
 public override void OnStart()
 {
     UnityEngine.AI.NavMeshAgent agent = entity.GetComponent <UnityEngine.AI.NavMeshAgent>();
     agent.ResetPath();
 }