Exemple #1
0
        IEnumerator KillCharacter()
        {
            characterMovement.Kill();
            characterMovement.GetCapsuleCollider().enabled = false; // Disabling the collider so when the enemy dies the player can path throgh thier dead bodys and not to have a glitch.
            animator.SetTrigger(DEATH_TRIGGER);
            var playerComponent = GetComponent <PlayerControl>();

            if (deathSounds.Length != 0)
            {
                audioSource.clip = deathSounds[UnityEngine.Random.Range(0, deathSounds.Length)];
                audioSource.Play();
            }
            characterMovement.GetNavMeshAgent().speed = 0;
            //yield return new WaitForSecondsRealtime(audioSource.clip.length);
            yield return(null);

            if (playerComponent && playerComponent.isActiveAndEnabled) // relying on Lazy Evaluation (Google if you need help)
            {
                FindObjectOfType <SavingWrapper>().DeleteSave();
                SceneManager.LoadSceneAsync(0);
                //SceneManager.LoadScene(0); // TODO check for scene Error
            }
            else // Assume is enemy for now, reconsider other NPCs Later
            {
                characterMovement.GetNavMeshAgent().speed = 0;
                //DestroyObject(gameObject, deathVanishSeconds + audioSource.clip.length);
                //Destroy(gameObject, deathVanishSeconds + audioSource.clip.length);
            }
        }
Exemple #2
0
        void Update()
        {
            distanceToPlayer = Vector3.Distance(player.transform.position, transform.position);
            WeaponSystem weaponSystem = GetComponent <WeaponSystem>(); // No performance issue

            currentWeaponRange = weaponSystem.GetCurrentWeapon().GetMaxAttackRange();

            bool inWeaponRadius     = distanceToPlayer <= currentWeaponRange;
            bool inChaseRadius      = distanceToPlayer > currentWeaponRange && distanceToPlayer <= chaseRadius;
            bool outsideChaseRadius = distanceToPlayer > chaseRadius;

            if (inWeaponRadius)
            {
                StopAllCoroutines();
                state = State.attacking;
                transform.LookAt(player.gameObject.transform);
                weaponSystem.AttackTarget(player.gameObject);
                character.GetNavMeshAgent().Move(Vector3.zero);
                character.GetNavMeshAgent().velocity = Vector3.zero;
            }

            if (outsideChaseRadius)
            {
                StopAllCoroutines();
                //weaponSystem.StopAttacking();
                StartCoroutine(Patrol());
            }

            if (inChaseRadius)
            {
                StopAllCoroutines();
                weaponSystem.StopAttacking();
                StartCoroutine(ChasePlayer());
            }
        }
Exemple #3
0
        IEnumerator KillCharacter()
        {
            characterMovement.Kill();
            animator.SetTrigger(DEATH_TRIGGER);
            var playerComponent = GetComponent <PlayerControl>();

            audioSource.clip = deathSounds[UnityEngine.Random.Range(0, deathSounds.Length)];
            audioSource.Play();
            characterMovement.GetNavMeshAgent().speed = 0;
            yield return(new WaitForSecondsRealtime(audioSource.clip.length));

            if (playerComponent && playerComponent.isActiveAndEnabled) // relying on Lazy Evaluation (Google if you need help)
            {
                SceneManager.LoadScene(0);
            }
            else // Assume is enemy for now, reconsider other NPCs Later
            {
                characterMovement.GetNavMeshAgent().speed = 0;
                DestroyObject(gameObject, deathVanishSeconds + audioSource.clip.length);
            }
        }