public void Set_Target(AI_Headquaters_Helper_CS targetAIHelperScript)
 {     // Called from "AI_Headquaters_CS" in the scene.
     if (Target_Transform == targetAIHelperScript.Body_Transform)
     { // The sent target is the same as the current target.
         return;
     }
     // Reset the values.
     Lost_Target();
     Target_Transform    = targetAIHelperScript.Body_Transform;
     targetRootTransform = targetAIHelperScript.Body_Transform.root;
     targetUpperOffset   = targetAIHelperScript.Visibility_Upper_Offset;
 }
        public void Remove_From_List(AI_Headquaters_Helper_CS helperScript)
        { // Called from "AI_Headquaters_Helper_CS", just before the tank is removed.
            switch (helperScript.ID_Script.Relationship)
            {
            case 0:
                Friendly_Tanks_List.Remove(helperScript);
                break;

            case 1:
                Hostile_Tanks_List.Remove(helperScript);
                break;
            }
        }
        public void Receive_Helpers(AI_Headquaters_Helper_CS helperScript)
        { // Called from "AI_Headquaters_Helper_CS", when the tank is spawend.
            // Add the script into the lists according to the relationship.
            switch (helperScript.ID_Script.Relationship)
            {
            case 0:
                Friendly_Tanks_List.Add(helperScript);
                break;

            case 1:
                Hostile_Tanks_List.Add(helperScript);
                break;
            }
        }
Exemple #4
0
        void Share_Target()
        {
            // Get "AI_Headquaters_Helper_CS" of the target.
            AI_Headquaters_Helper_CS targetAIHelperScript = commanderAimingScript.Target_Transform.GetComponentInParent <AI_Headquaters_Helper_CS>();

            if (targetAIHelperScript == null)
            { // The target does not have "AI_Headquaters_Helper_CS".
                return;
            }

            // Start sharing the target.
            AI_Script.Is_Sharing_Target = true;

            // Send the target information to the "AI_CS".
            AI_Script.Set_Target(targetAIHelperScript);
        }
        public bool Check_for_Assigning(AI_Headquaters_Helper_CS targetAIHelperScript)
        { // Called from "AI_Headquaters_CS" in the scene.
            // Check this tank can detect the target or not, by casting a line.
            Vector3    tempTargetPosition = targetAIHelperScript.Body_Transform.position + (targetAIHelperScript.Body_Transform.up * targetAIHelperScript.Visibility_Upper_Offset);
            RaycastHit raycastHit;

            if (Physics.Linecast(eyeTransform.position, tempTargetPosition, out raycastHit, Layer_Settings_CS.Layer_Mask))
            {     // The line hits anything.
                if (raycastHit.transform.root == targetAIHelperScript.Body_Transform.root)
                { // The line hits the target.
                    return(true);
                }
                else
                { // The line hits other object.
                    return(false);
                }
            }
            else
            { // The line does not hit anything. >> There is no obstacle between this eye and the target.
                return(true);
            }
        }