public override Status Update()
        {
            // Get the renderer
            UnityEngine.AI.NavMeshAgent agent = gameObject.Value != null?gameObject.Value.GetComponent <UnityEngine.AI.NavMeshAgent>() : null;

            // Validate members
            if (agent == null)
            {
                return(Status.Error);
            }

            agent.Resume();
            return(Status.Success);
        }
Exemple #2
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        /// <summary>Initialization Method of MoveToPosition.</summary>
        /// <remarks>Check if there is a NavMeshAgent to assign a default one and assign the destination to the NavMeshAgent the given position.</remarks>
        public override void OnStart()
        {
            navAgent = gameObject.GetComponent <UnityEngine.AI.NavMeshAgent>();
            if (navAgent == null)
            {
                Debug.LogWarning("The " + gameObject.name + " game object does not have a Nav Mesh Agent component to navigate. One with default values has been added", gameObject);
                navAgent = gameObject.AddComponent <UnityEngine.AI.NavMeshAgent>();
            }
            navAgent.SetDestination(target);

#if UNITY_5_6_OR_NEWER
            navAgent.isStopped = false;
#else
            navAgent.Resume();
#endif
        }
Exemple #3
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        public override void OnStart()
        {
            if (target == null)
            {
                Debug.LogError("The movement target of this game object is null", gameObject);
                return;
            }
            targetTransform = target.transform;

            navAgent = gameObject.GetComponent <UnityEngine.AI.NavMeshAgent>();
            if (navAgent == null)
            {
                Debug.LogWarning("The " + gameObject.name + " game object does not have a Nav Mesh Agent component to navigate. One with default values has been added", gameObject);
                navAgent = gameObject.AddComponent <UnityEngine.AI.NavMeshAgent>();
            }
            navAgent.SetDestination(targetTransform.position);
            navAgent.Resume();
        }
Exemple #4
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        public override Status Update()
        {
            if (!memory)
            {
                return(Status.Error);
            }

            ICover nearstCover = NearstCover();

            if (nearstCover == null)
            {
                return(Status.Failure);
            }

            agent.SetDestination(nearstCover.pos);
            agent.Resume();
            return(Status.Running);
        }
Exemple #5
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        void Patrol_Enter()
        {
            agent.Resume();
            // initially move towards the closest waypoint
            float distance = Mathf.Infinity;
            float localDistance;

            for (int i = 0; i < waypoints.Length; ++i)
            {
                if ((localDistance = Vector3.Magnitude(transform.position - waypoints[i].transform.position)) < distance)
                {
                    distance      = localDistance;
                    waypointIndex = i;
                }
            }
            waypointReachedTime = -1;
            agent.SetDestination(Target());
        }
Exemple #6
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        public override Status Update()
        {
            BaseAIParameters param = self.GetComponent <BaseAIParameters>();

            if (!param || !param.destinationEnable)
            {
                return(Status.Failure);
            }

            if (Vector3.Distance(self.transform.position, param.destination) < 2)
            {
                return(Status.Success);
            }

            UnityEngine.AI.NavMeshAgent agent = self.GetComponent <UnityEngine.AI.NavMeshAgent>();
            agent.SetDestination(param.destination);
            agent.Resume();
            return(Status.Running);
        }
Exemple #7
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        public override Status Update()
        {
            //BaseAIParameters param = self.GetComponent<BaseAIParameters>();
            //if (!param || !param.destinationEnable)
            //{
            //    return Status.Failure;
            //}

            //if (Vector3.Distance(self.transform.position, param.destination) < param.endSeekingDistance)
            //{
            //    return Status.Success;
            //}

            Memory memory = self.GetComponent <Memory>();

            if (!memory)
            {
                return(Status.Failure);
            }


            ITarget[] targets   = memory.AllTargets();
            bool      hasTarget = targets.Length > 0;

            if (hasTarget)
            {
                ITarget        target             = targets[0];
                IMemorable     memorable          = target as IMemorable;
                IMemorableItem memItem            = memory.Find(memorable);
                Vector3        destination        = memItem.lastOccurPosition;
                UnityEngine.AI.NavMeshAgent agent = self.GetComponent <UnityEngine.AI.NavMeshAgent>();
                agent.SetDestination(destination);
                agent.Resume();
                return(Status.Running);
            }
            else
            {
                UnityEngine.AI.NavMeshAgent agent = self.GetComponent <UnityEngine.AI.NavMeshAgent>();
                agent.Stop();
                return(Status.Failure);
            }
        }
Exemple #8
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        /// <summary>
        /// This method updates the NavMesh Agent thus allowing the enemy to move.
        /// If the player is within the enemy's range then the enemy will move towards
        /// the player. Otherwhise he will stop. If the player is within melee range
        /// then the enemy will always face the player.
        /// </summary>
        void Movement()
        {
            distance = Vector3.Distance(player.position, transform.position);
            if (Physics.Raycast(collider.transform.TransformPoint(collider.center), playerDir, out hitInfo, viewLenght) && hitInfo.transform.tag == "Player" && distance > attackDistance)
            {
                Debug.Log("Player is in range and the enemy is following him");
                nav.SetDestination(player.position);
                nav.Resume();
            }

            else if (distance < attackDistance)
            {
                Debug.Log("The enemy is close enough to attack");
                nav.Stop(true);
                transform.LookAt(player.transform);
            }

            else if (distance > viewDistance)
            {
                nav.Stop(true);
            }
        }
Exemple #9
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		} // SetPlayerInSight

		void StartPatrolling()
		{
            General.Logger.LogDetail("AI", "StartPatrolling", "Entering function. patrolPath.patrolTimer: " + patrolInfo.patrolTimer + ", navMeshAgent.remainingDistance: " + navMeshAgent.remainingDistance + ", navMeshAgent.stoppingDistance: " + navMeshAgent.stoppingDistance);
			
			float angle = FindRadian(transform.forward, navMeshAgent.desiredVelocity, transform.up);
			
			navMeshAgent.Resume();
			navMeshAgent.speed = patrolInfo.patrolSpeed;
			if (Mathf.Abs(angle) < patrolInfo.deadZone)
			{
				transform.LookAt(transform.position + navMeshAgent.desiredVelocity);
			} // if
			animator.SetBool(ANIMATION_IS_PATROLLING, true);
			
			if (navMeshAgent.remainingDistance < navMeshAgent.stoppingDistance)
			{
				patrolInfo.patrolTimer += Time.deltaTime;
				if (patrolInfo.patrolTimer > patrolInfo.patrolWaitTime)
				{
					if (patrolInfo.patrolWayPoints.Length - 1 == patrolInfo.wayPointIndex)
					{
						patrolInfo.wayPointIndex = 0;
					} // if
					else
					{
						patrolInfo.wayPointIndex++;
					} // else
					patrolInfo.patrolTimer = 0.0f;
				} // if
			} // if
			else
			{
				patrolInfo.patrolTimer = 0.0f;
			} // else
			
			navMeshAgent.destination = patrolInfo.patrolWayPoints[patrolInfo.wayPointIndex].position;
            General.Logger.LogDetail("AI", "StartPatrolling", "Exiting function. patrolPath.patrolWayPoints.Length: " + patrolInfo.patrolWayPoints.Length + ", patrolPath.wayPointIndex: " + patrolInfo.wayPointIndex);
		} // StartPatrolling
Exemple #10
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 public override void OnStart()
 {
     navMeshAgent.speed        = speed.Value;
     navMeshAgent.angularSpeed = angularSpeed.Value;
     navMeshAgent.Resume();
 }
Exemple #11
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 void goDestination_Enter()
 {
     agent.Resume();
     agent.SetDestination(target.transform.position);
 }
Exemple #12
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 void Flee_Enter()
 {
     agent.Resume();
 }