Esempio n. 1
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    public virtual void Revive(Transform[] Navs)
    {
        // when revived
        stuck_prison = false;
        is_revive    = true;

        // area setting change to side
        bot_area = Bot_Area.SIDELINE;
        // move

        AINav.setWayPoints(Navs);
        AINav.useNavMeshPathPlanning = true;
        AINav.waypointLoop           = false;
    }
Esempio n. 2
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 public virtual void CallBack_NavEnd()
 {
     if (bot_area == Bot_Area.SIDELINE)
     {
         if (stuck_prison)
         {
             bot_area = Bot_Area.PRISON;
         }
         else if (is_revive)
         {
             bot_area = Bot_Area.INGAME;
         }
         is_revive = false;
     }
 }
Esempio n. 3
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    protected virtual void Start()
    {
        // initialising reference variables
        anim = GetComponent <Animator>();
        col  = GetComponent <CapsuleCollider>();

        AINav = GetComponent <GameAINavSteeringController>();
        AINav.Init();
        AINav.waypointLoop       = false;
        AINav.stopAtNextWaypoint = false;
        AINav.clearWaypoints();

        if (anim.layerCount == 2)
        {
            anim.SetLayerWeight(1, 1);
        }

        bot_area = Bot_Area.INGAME;
    }
Esempio n. 4
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    public virtual void Get_Out(Transform[] Navs)
    {
        // behavior when out
        stuck_prison = true;

        // area setting change to side
        bot_area = Bot_Area.SIDELINE;

        // move
        AINav.setWayPoints(Navs);
        AINav.useNavMeshPathPlanning = true;
        AINav.waypointLoop           = false;

        // drop the ball
        Drop_Ball(true);

        // update team status situation
        GameManager.instance.Update_TeamState();
    }