public override void OnEnter() { // Lets search for a navigation path if (_navigationPath == null) { _navigationPath = FindObjectOfType <AINavigationPath>(); } AISoundManager.SetPlayingSoundType(ESoundType.Roaming); }
public override void OnEnter() { _turnTimer = _turnDelay; _alertTimer = 0f; // When we go into alert mode, we are gonna check whether we have a target and try to set the destination to the target if (_stateMachine.CurrentTarget != null) { _stateMachine.Agent.SetDestination(_stateMachine.CurrentTarget.LastSeenPosition); } AISoundManager.SetPlayingSoundType(ESoundType.Alert); }
void Start() { //initialize col = GetComponent <Collider>(); soundManager = GetComponent <AISoundManager>(); targetIndex = 0; //Generate personality difficultyMod = Random.Range(0.8f, 1f); //accel mod massMod = Random.Range(0.9f, 1.1f); //mass dragMod = Random.Range(0.9f, 1.1f); //drag angularMod = Random.Range(0.9f, 1.1f); //ang drag maxSpeedMod = Random.Range(0.8f, 1f); //max speed slopeSpeedMod = Random.Range(0.8f, 1f); //slope //Apply rigidbody individualisms rb.mass *= massMod; rb.drag *= dragMod; rb.angularDrag *= angularMod; maximumSpeed *= maxSpeedMod; slopeSpeed *= slopeSpeedMod; }
public override void OnEnter() { _stateMachine.Animator.SetLayerWeight(_stateMachine.Animator.GetLayerIndex("Alert Layer"), 1); _newDestinationTimer = _newDestinationDelay; AISoundManager.SetPlayingSoundType(ESoundType.Running); }
public override void OnEnter() { _timer = 0f; _stateMachine.Animator.SetLayerWeight(_stateMachine.Animator.GetLayerIndex("Alert Layer"), 0); AISoundManager.SetPlayingSoundType(ESoundType.Roaming); }
public override void OnEnter() { _stateMachine.Animator.SetBool("IsFeeding", true); AISoundManager.SetPlayingSoundType(ESoundType.Feeding); }