public void rotateAntiClockwise() { CCTVCamera cameraToSee = CCTVController.me.camerasInWorld [cameraSelect.value]; cameraToSee.rotateCounterClockwise(); }
/// <summary> /// Alerts are passed in by individual cameras once they spot the player (if they have been detected by a NPC previously), /// it will they try to find nearby enemies to go to the camera to see if they can catch the player. /// </summary> /// <param name="c">C.</param> public void cameraAlert(CCTVCamera c) { List <NPCController> candidatesForInvestigation = new List <NPCController> (); foreach (GameObject g in NPCManager.me.npcsInWorld) { if (g == null) { continue; } NPCController npc = g.GetComponent <NPCController> (); //if (npc.npcB.myType == AIType.guard) { candidatesForInvestigation.Add(npc); //} } NPCController finalCandidate = null; float closest = 9099999.09f; List <NPCController> nearbyCops = new List <NPCController> (); foreach (NPCController npc in candidatesForInvestigation) { if (npc.npcB.myType == AIType.guard) { float dist = Vector3.Distance(npc.gameObject.transform.position, c.gameObject.transform.position); if (dist < closest && npc.npcB.alarmed == false && npc.npcB.suspisious == false) { closest = dist; finalCandidate = npc; } } else if (npc.npcB.myType == AIType.swat) { if (npc.currentBehaviour.myType == behaviourType.searchRooms) { RoomScript r = LevelController.me.getRoomObjectIsIn(c.gameObject); if (r == null) { } else { if (NPCBehaviour_SWATSearchMap.roomToGoTo != r) { FindObjectOfType <NPCBehaviourDecider> ().setAllSwatToGoToRoom(r); //TODO switch to just making it use the behaviour decider of the npc its currently on } } } } else if (npc.npcB.myType == AIType.cop) { float dist = Vector3.Distance(npc.gameObject.transform.position, c.gameObject.transform.position); if (dist < 20 && npc.npcB.alarmed == false && npc.npcB.suspisious == false) { nearbyCops.Add(npc); } } } if (finalCandidate == null) { //////////Debug.Log ("No guard to invesitgate camera"); } else { finalCandidate.memory.noiseToInvestigate = c.gameObject.transform.position; finalCandidate.npcB.suspisious = true; } foreach (NPCController npc in nearbyCops) { npc.memory.noiseToInvestigate = c.gameObject.transform.position; npc.npcB.suspisious = true; //////////Debug.LogError ("Setting cop " + npc.gameObject.ToString () + " to investigate " + c.gameObject.ToString ()); } if (PoliceController.me.swatHere == true && PoliceController.me.seenHostile == false) { RoomScript r = LevelController.me.getRoomObjectIsIn(c.gameObject); if (r == null) { } else { if (PoliceController.me.currentRoomSwat != r) { PoliceController.me.lastRoom = r; PoliceController.me.currentRoomSwat = null; PoliceController.me.goingToRoom = true; } } } }
public void rotateAntiClockwise() { CCTVCamera cameraToSee = CCTVController.me.camerasInWorld [counter]; cameraToSee.rotateClockwise(); }
void setCameraPos() { CCTVCamera cameraToSee = CCTVController.me.camerasInWorld [counter]; secondCamera.transform.position = new Vector3(cameraToSee.transform.position.x, cameraToSee.transform.position.y, -10) + (cameraToSee.gameObject.transform.up.normalized * 2.5f); }
public void StoreLastCamera() { _lastCamera = gameCamera.UsedCCTVCamera; }
public void moveGameCameraTo(CCTVCamera cam) { int index = cameras.FindIndex(x => x == cam); moveGameCameraTo(index); }