ResetPath() private méthode

private ResetPath ( ) : void
Résultat void
Exemple #1
0
 // OnIdleEnter is to be called when entering/starting the Idle State.
 void OnIdleEnter()
 {
     // For testing purposes i wanna use the stateNote.Text. The text above the Enemy's head
     stateNote.text = "Idle";
     // When I enter the Idle State I wanna reset the NavMesh/Nav Agent path, so I don't have a preexisting path.
     agent.ResetPath();
 }
Exemple #2
0
    IEnumerator UseQ()
    {
        Vector3 position = gameObject.transform.Find("Skill_Q_Point").transform.position;

        float Q_Anim_Time = 0;

        agent.speed = SPEED() * 1.5f;
        agent.SetDestination(position);

        while (!SkillQ.GetComponent <Active>().isActive)
        {
            //
            if (Vector3.Distance(position, gameObject.transform.position) <= 0 || Q_Anim_Time > (4 / agent.speed))
            {
                if (agent.speed == (SPEED() * 1.5f))
                {
                    animator.SetBool("Skill_Q", false);
                    Skill_Q_HitBox_Disable();
                    agent.speed = SPEED();
                    agent.ResetPath();
                    playerController.SetMoveable(true);
                }
            }
            else
            {
                Q_Anim_Time += Time.deltaTime;
            }
            yield return(new WaitForFixedUpdate());
        }
    }
Exemple #3
0
    // Update is called once per frame
    void Update()

    {
        if (m_player.m_life <= 0)
        {
            return;
        }
        m_timer -= Time.deltaTime;
        AnimatorStateInfo stateInfo = m_ani.GetCurrentAnimatorStateInfo(0);

        if (stateInfo.fullPathHash == Animator.StringToHash("Base Layer.idle") && !m_ani.IsInTransition(0))
        {
            m_ani.SetBool("idel", false);
            if (m_timer > 0)
            {
                return;
            }
            if (Vector3.Distance(m_transform.position, m_player.m_transform.position) < 1.5f)
            {
                m_agent.ResetPath();
                m_ani.SetBool("attack", true);
            }
            else
            {
                m_timer = 1;
                m_agent.SetDestination(m_player.m_transform.position);
                m_ani.SetBool("run", true);
            }
        }

        if (stateInfo.fullPathHash == Animator.StringToHash("Base Layer.run") && !m_ani.IsInTransition(0))
        {
            m_ani.SetBool("run", false);

            if (m_timer < 0)
            {
                m_agent.SetDestination(m_player.m_transform.position);
                m_timer = 1;
            }

            if (Vector3.Distance(m_transform.position, m_player.m_transform.position) < 1.5f)
            {
                m_agent.ResetPath();
                m_ani.SetBool("attack", true);
            }
        }

        if (stateInfo.fullPathHash == Animator.StringToHash("Base Layer.attack") && !m_ani.IsInTransition(0))
        {
            RotateTo();
            m_ani.SetBool("attack", false);
            if (stateInfo.normalizedTime >= 1.0f)
            {
                m_ani.SetBool("idle", true);
                m_timer = 2;
            }
        }
    }
    void Update()
    {
        //stop walking after reaching his target
        //(when the target is not an interactable)
        if (etat == "marche" && agent.remainingDistance <= distanceAvantArret)
        {
            agent.ResetPath();
            AC.CrossFade("idle", 0.1f);
            etat = "idle";
        }
        speed = Vector3.Distance(t.position, precposition);
        if (timeBeforeTryStopping < 0 && etat == "marche" && agent.remainingDistance < distanceAvantArret * 2 && speed < speedBeforeStop)
        {
            agent.ResetPath();
            etat = "idle";
            AC.CrossFade("idle", 0.1f);
        }

        timeBeforeTryStopping -= Time.deltaTime;
        if (etat == "marche" && main.m.lastInteractable != null)
        {
            distanceCible = Vector3.Distance(t.position, main.m.lastInteractable.transform.position);
        }

        //player is walking to an interactable
        if (etat == "marche" && main.m.lastInteractable != null && Vector3.Distance(t.position, main.m.lastInteractable.transform.position) < distanceAvantAction)
        {
            etat = "idle";
            //Player will interact with the chair
            if (main.m.lastInteractable.tag == "ordi")
            {
                //Player open PC and sit (currently dance)
                etat = "ordinateur";
                agent.ResetPath();
                //Player wants to interact with the bookshelf
            }
            else if (main.m.lastInteractable.tag == "armoire")
            {
                //Player open the bookshelf (anim: pickup)
                etat = "armoire";
                agent.ResetPath();
            }
            else
            {
                AC.CrossFade("idle", 0.1f);
                agent.ResetPath();
            }

            if (main.m.lastInteractable.tag == "PNJ")
            {
                main.m.actionPNJ(main.m.lastInteractable.name);
            }
        }
        precposition = t.position;
    }
    //public void MoveUnitSprint() {
    //PlaySound(RunSound);
    // navMeshAgent.speed = 8;
    // navMeshAgent.acceleration = 8;
    //navMeshAgent.destination = dest.point;
    //navMeshAgent.Resume();
    // myAnimator.Play("Sprint");
    // }


    public void KillPlayer()
    {
        navMeshAgent.velocity = Vector3.zero;
        navMeshAgent.ResetPath();
        myAnimator.Play("Death");
        PlaySound(DeathSound);
        PlaySound(FeastSound);
        transform.tag = "Dead";
        transform.Find("Selected marker").gameObject.SetActive(false);
        GetComponent <BoxCollider>().isTrigger = true;
        GetComponent <UnityEngine.AI.NavMeshAgent>().enabled = false;
        GetComponent <PlayerMovement>().enabled = false;
    }
Exemple #6
0
    IEnumerator UseQ()
    {
        agent.ResetPath();

        while (!SkillQ.GetComponent <Active>().isActive)
        {
            if (animator.GetCurrentAnimatorClipInfo(0)[0].clip.name.Contains("attack_1") && animator.GetCurrentAnimatorStateInfo(0).normalizedTime >= 0.99f)
            {
                playerController.SetMoveable(true);
            }
            yield return(new WaitForSeconds(Time.deltaTime));
        }
    }
    void AggroPlayer()
    {
        playerDist          = Vector3.Distance(transform.position, player.transform.position);
        eNav.updateRotation = true;

        //Player Spotted
        if (allowFollow == true && playerDist <= alertDist)
        {
            if (eNav.enabled == true)
            {
                eNav.stoppingDistance = 4.0f;
                eNav.speed            = 2;
                eNav.SetDestination(player.transform.position);
                transform.LookAt(player.transform.position);
                //Follow/Attack Player
                if (allowAttack == true && playerDist <= attackDist)
                {
                    StartCoroutine("ShootAtPlayer");
                }
            }
        }
        else if (allowFollow == true && playerDist >= alertDist)
        {
            if (VassalList.currentVassal != null && VassalList.Vassals.Count > 0)
            {
                vassalDist = Vector3.Distance(transform.position, VassalList.currentVassal.transform.position);
                if (vassalDist <= alertDist && VassalList.currentVassal.GetComponent <BMVassalScript>().alive == true)
                {
                    eNav.SetDestination(VassalList.currentVassal.transform.position);
                    transform.LookAt(VassalList.currentVassal.transform.position);
                    if (vassalDist <= attackDist)
                    {
                        StartCoroutine("ShootAtPlayer");
                    }
                }
            }
        }
        else
        {
            eNav.ResetPath();
        }

        /*
         * if (eNav.pathStatus != NavMeshPathStatus.PathComplete) {
         *      eNav.enabled = false;
         * } else {
         *      if (eNav.pathStatus == NavMeshPathStatus.PathComplete && eNav.enabled == false && eNav.isOnNavMesh == true) {
         *              eNav.enabled = true;
         *      }
         * }*/
    }
Exemple #8
0
    void Update()
    {
//		timer += Time.fixedDeltaTime;

        if (enemy == null)
        {
            SearchEnemy();
            return;
        }

        float dist = Vector3.Distance(enemy.transform.position, transform.position);


        if (dist > CurSD)
        {
            nam.SetDestination(enemy.transform.position);
        }
        else
        {
            nam.ResetPath();
            Vector3    dir            = enemy.transform.position - transform.position;
            Quaternion wantedRotation = Quaternion.LookRotation(dir);
            transform.rotation = Quaternion.Slerp(transform.rotation, wantedRotation, rotateSpeed * Time.deltaTime);
        }
        if (dist < curAR)
        {
            tw.shoot();
        }
    }
Exemple #9
0
 /// <summary>
 /// 移动
 /// </summary>
 /// <param name="target"></param>
 public void move(Vector3 target)
 {
     agent.ResetPath();
     agent.SetDestination(target);
     anim.SetInteger("state", AnimState.RUN);
     state = AnimState.RUN;
 }
Exemple #10
0
 public void EmoteAnim(float delay, string animName)
 {
     AI.ResetPath();
     CancelInvoke("Move");
     Rig.SetTrigger(animName);
     Invoke("RestartAI", delay);
 }
Exemple #11
0
    private void FixedUpdate()
    {
        //First we check distance from the player
        currentDistance = Vector3.Distance(light.transform.position, transform.position);
        animator.SetFloat("distanceFromPlayer", currentDistance);

        //Then we check for visibility
        checkDirection = light.transform.position - transform.position;
        ray            = new Ray(transform.position, checkDirection);
        if (Physics.Raycast(ray, out hit, maxDistanceToCheck))
        {
            if (hit.collider.gameObject.tag == "RedLight")
            {
                navMeshAgent.ResetPath();
            }
            if (hit.collider.gameObject.tag == "GreenLight")
            {
                navMeshAgent.SetDestination(waypoints[currentTarget].position);
            }
        }


        //Lastly, we get the distance to the next waypoint target
        distanceFromTarget = Vector3.Distance(waypoints[currentTarget].position, transform.position);
        animator.SetFloat("distanceFromWaypoint", distanceFromTarget);
    }
Exemple #12
0
    // Update is called once per frame
    void Update()
    {
        _distanceVec = _TargetTransform.position - this.transform.position;
        _distanceSqr = _distanceVec.sqrMagnitude;

        _navAgent.speed = _thisActor._ActorData._Movespeed * 0.1f;

        if (!_isRagdolled)
        {
            _navAgent.enabled = true;

            if (_distanceSqr >= 20.0f)
            {
                _navAgent.SetDestination(_TargetTransform.position);
            }
            else if (_distanceSqr <= 10.0f)
            {
                _navAgent.ResetPath();
            }
        }
        else
        {
            _navAgent.enabled = false;
        }
    }
Exemple #13
0
    /*
     *	Determines state of drone
     *	In turret mode, stops moving, clears path, looks at player and checks to see if it can still see him
     *	In search mode, tries to find the player based on some initial position, checks to see if it can see the player
     */
    void Update()
    {
        DRONE_FACING = transform.TransformDirection(Vector3.forward);

        if (turret)
        {
            drone_agent.Stop(true);
            drone_agent.ResetPath();
            transform.LookAt(playerRef.transform.position);
            turret = vision();
        }

        else
        {
            drone_agent.Resume();
            if (startSearch)
            {
                playerPosition = playerRef.transform.position;
                drone_agent.SetDestination(playerPosition);
                startSearch = false;
            }
            else if (withinRange(playerPosition, SEARCH_RADIUS))
            {
                startSearch = true;
            }
            else if (drone_agent.velocity.Equals(new Vector3(0, 0, 0)))
            {
                startSearch = true;
            }

            turret = vision();
        }
    }
Exemple #14
0
 public void Stop()
 {
     if (Agent.isActiveAndEnabled)
     {
         Agent.Stop();
         Agent.ResetPath();
     }
 }
Exemple #15
0
 public void StopMoving()
 {
     _navAgent.ResetPath();
     moveTarget = Vector3.zero;
     jumpTarget = Vector3.zero;
     _anim.SetBool("IsMoving", false);
     _anim.SetBool("IsJumping", false);
 }
Exemple #16
0
 void PathReset()
 {
     if (future >= 200)
     {
         agent.ResetPath();
         future = 0;
     }
 }
Exemple #17
0
 public void SquadBehaviorActive(bool _pred)
 {
     if (_pred)
     {
         m_NavAgent.ResetPath();
         stateQue.Clear();
     }
     squadBehaviorActive = _pred;
 }
 //this will run once when the script epened
 override protected void OpenBehaviour()
 {
     base.OpenBehaviour();
     stats.getAnimalStats.getHungry = -0.1f;
     agent.ResetPath();
     //agent.Resume();
     radius = 10;
     //print("Open" + scriptNR);
 }
 public void Death()
 {
     navAgent.Stop();
     navAgent.ResetPath();
     navAgent.enabled = false;
     state            = State.Dead;
     anim.SetInteger("AnimationState", -1);
     Destroy(gameObject, 5);
 }
Exemple #20
0
 void ResetAgent()
 {
     speedMult          = Random.Range(.5f, 1.2f);
     agent.speed        = 2 * speedMult;
     agent.angularSpeed = 120;
     anim.SetFloat("speedMult", speedMult);
     anim.SetTrigger("isWalking");
     agent.ResetPath();
 }
 public override void StopNav()
 {
     currentPathPointDistance = 0;
     cornersIdx       = 0;
     speed            = 0;
     isMovingToTarget = false;
     navAgent.Stop();
     navAgent.ResetPath();
 }
        IEnumerator TurnToTargetCR(Vector3 target)
        {
            agent.velocity     = Vector3.zero;
            agent.acceleration = 0f;
            agent.SetDestination(target);
            yield return(new WaitForSeconds(1f));

            agent.ResetPath();
            agent.acceleration = 8f;
        }
Exemple #23
0
 //================================================ State Helper Methods
 #region State Methods
 //--------------------------- Navmesh Agent
 protected void StopAgent()
 {
     if (_agent != null && _agent.enabled)
     {
         _agent.isStopped = true;
         _agent.velocity  = Vector3.zero;
         _agent.ResetPath();
         _agent.enabled = false;
     }
 }
    // Use this for initialization

    void Start()
    {
        anim             = transform.GetComponent <Animator>();
        standBool        = Animator.StringToHash("Stehen");
        ritterAi         = GetComponent <RitterAI>();
        ritterAi.enabled = !ritterAi.enabled;
        agent            = GetComponent <UnityEngine.AI.NavMeshAgent>();
        agent.ResetPath();
        attackBool = Animator.StringToHash("attackBool");
    }
 // Update is called once per frame
 public void Update()
 {
     ShooterController.SetTarget(Target);
     if (Target != null && Vector3.Distance(this.transform.position, Target.transform.position) >= FollowAgroRange)
     {
         Agent.ResetPath();
         this.Target.SendMessage("OnEnemyDeadOrFlee", this.GetComponent <Collider>());
         Target = null;
     }
 }
 public void StopAgent()
 {
     if (_agent.enabled)
     {
         _agent.isStopped = true;
         _agent.ResetPath();
         _agent.velocity = Vector3.zero;
         _agent.enabled  = false;
         _hasPath        = false;
     }
 }
 public void ChangeLane(Path _newPath = Path.ANY_PATH)
 {
     if (!followingNav)
     {
         m_path = Path.ANY_PATH;
     }
     else
     {
         m_path = _newPath;
     }
     if (!agent)
     {
         Start2();
     }
     agent.areaMask = (int)m_path;
     if (agent.isPathStale)
     {
         agent.ResetPath();
     }
 }
    //
    public void Born()
    {
        targetPlayer = null;

        currentState = FSMState.Wander;

        AIHealth.currentHP = AIHealth.maxHP;

        agent.enabled = true;
        agent.ResetPath();


        animator.applyRootMotion = false;
        GetComponent <CapsuleCollider>().enabled = true;
        animator.SetTrigger("toReborn");

        disappearTimer = 0;
        disappeared    = false;
        firstInDead    = true;
        currentState   = FSMState.Wander;
    }
 static public int ResetPath(IntPtr l)
 {
     try {
         UnityEngine.AI.NavMeshAgent self = (UnityEngine.AI.NavMeshAgent)checkSelf(l);
         self.ResetPath();
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Exemple #30
0
 private void stopMove()
 {
     IsStop = true;
     if (!Agent || !Agent.enabled)
     {
         return;
     }
     Agent.velocity = Vector3.zero;
     Agent.ResetPath();
     Agent.Stop();
     targetPos = null;
 }