void Start() { tutorialFlag = true; energyLevel = 0; soundManager = GameObject.Find("SoundManager").GetComponent<EmitterSoundManager>(); crowdManager = GameObject.Find ("CrowdManager").GetComponent<CrowdManager>(); }
/// <summary> /// Constructor. /// </summary> /// <param name="mesh">The navigation mesh used by the query.</param> /// <param name="query">A navigation mesh query.</param> /// <param name="crowd">A crowd.</param> /// <param name="filter">The filter to use with the query.</param> /// <param name="extents">The extents to use with the query.</param> /// <param name="cloneFilter"> /// If true, the filter will be cloned rather than referenced. /// </param> public NavGroup(Navmesh mesh, NavmeshQuery query, CrowdManager crowd , NavmeshQueryFilter filter, Vector3 extents , bool cloneFilter) { this.mesh = mesh; this.query = query; this.crowd = crowd; this.filter = (cloneFilter ? filter.Clone() : filter); this.extents = extents; }
void Start () { state = CivilState.Waiting; home = transform.position; nav = GetComponent <NavMeshAgent> (); weapon = GetComponent <RaygunScript_00> (); player = GameObject.FindGameObjectWithTag ("Player").transform; crowdManager = GameObject.FindGameObjectWithTag ("CrowdManager").GetComponent<CrowdManager>(); moraleManager = GameObject.FindGameObjectWithTag ("MoraleManager").GetComponent<MoraleManager_00>(); healthScript = GetComponent<HealthScript_00> (); //weapon.setFiring (false); nav.speed = Random.Range (MIN_SPEED, MAX_SPEED); nav.angularSpeed = Random.Range (MIN_ANGULAR_SPEED, MAX_ANGULAR_SPEED); nav.acceleration = Random.Range (MIN_ACCELERATION, MAX_ACCELERATION); }
void CreateScene() { var cache = GetSubsystem<ResourceCache>(); scene = new Scene(); // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000) // Also create a DebugRenderer component so that we can draw debug geometry scene.CreateComponent<Octree>(); scene.CreateComponent<DebugRenderer>(); // Create scene node & StaticModel component for showing a static plane Node planeNode = scene.CreateChild("Plane"); planeNode.Scale = new Vector3(100.0f, 1.0f, 100.0f); StaticModel planeObject = planeNode.CreateComponent<StaticModel>(); planeObject.Model = (cache.Get<Model>("Models/Plane.mdl")); planeObject.SetMaterial(cache.Get<Material>("Materials/StoneTiled.xml")); // Create a Zone component for ambient lighting & fog control Node zoneNode = scene.CreateChild("Zone"); Zone zone = zoneNode.CreateComponent<Zone>(); zone.SetBoundingBox(new BoundingBox(-1000.0f, 1000.0f)); zone.AmbientColor = new Color(0.15f, 0.15f, 0.15f); zone.FogColor = new Color(0.5f, 0.5f, 0.7f); zone.FogStart = 100.0f; zone.FogEnd = 300.0f; // Create a directional light to the world. Enable cascaded shadows on it Node lightNode = scene.CreateChild("DirectionalLight"); lightNode.SetDirection(new Vector3(0.6f, -1.0f, 0.8f)); Light light = lightNode.CreateComponent<Light>(); light.LightType = LightType.LIGHT_DIRECTIONAL; light.CastShadows = true; light.ShadowBias = new BiasParameters(0.00025f, 0.5f); // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance light.ShadowCascade = new CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f); // Create randomly sized boxes. If boxes are big enough, make them occluders const uint numBoxes = 20; Node boxGroup = scene.CreateChild("Boxes"); for (uint i = 0; i < numBoxes; ++i) { Node boxNode = boxGroup.CreateChild("Box"); float size = 1.0f + NextRandom(10.0f); boxNode.Position = (new Vector3(NextRandom(80.0f) - 40.0f, size * 0.5f, NextRandom(80.0f) - 40.0f)); boxNode.SetScale(size); StaticModel boxObject = boxNode.CreateComponent<StaticModel>(); boxObject.Model = (cache.Get<Model>("Models/Box.mdl")); boxObject.SetMaterial(cache.Get<Material>("Materials/Stone.xml")); boxObject.CastShadows = true; if (size >= 3.0f) boxObject.Occluder = true; } // Create a DynamicNavigationMesh component to the scene root DynamicNavigationMesh navMesh = scene.CreateComponent<DynamicNavigationMesh>(); // Set the agent height large enough to exclude the layers under boxes navMesh.AgentHeight = 10.0f; navMesh.CellHeight = 0.05f; navMesh.DrawObstacles = true; navMesh.DrawOffMeshConnections = true; // Create a Navigable component to the scene root. This tags all of the geometry in the scene as being part of the // navigation mesh. By default this is recursive, but the recursion could be turned off from Navigable scene.CreateComponent<Navigable>(); // Add padding to the navigation mesh in Y-direction so that we can add objects on top of the tallest boxes // in the scene and still update the mesh correctly navMesh.Padding = new Vector3(0.0f, 10.0f, 0.0f); // Now build the navigation geometry. This will take some time. Note that the navigation mesh will prefer to use // physics geometry from the scene nodes, as it often is simpler, but if it can not find any (like in this example) // it will use renderable geometry instead navMesh.Build(); // Create an off-mesh connection to each box to make them climbable (tiny boxes are skipped). A connection is built from 2 nodes. // Note that OffMeshConnections must be added before building the navMesh, but as we are adding Obstacles next, tiles will be automatically rebuilt. // Creating connections post-build here allows us to use FindNearestPoint() to procedurally set accurate positions for the connection CreateBoxOffMeshConnections(navMesh, boxGroup); // Create some mushrooms const uint numMushrooms = 100; for (uint i = 0; i < numMushrooms; ++i) CreateMushroom(new Vector3(NextRandom(90.0f) - 45.0f, 0.0f, NextRandom(90.0f) - 45.0f)); // Create a CrowdManager component to the scene root crowdManager = scene.CreateComponent<CrowdManager>(); var parameters = crowdManager.GetObstacleAvoidanceParams(0); // Set the params to "High (66)" setting parameters.VelBias = 0.5f; parameters.AdaptiveDivs = 7; parameters.AdaptiveRings = 3; parameters.AdaptiveDepth = 3; crowdManager.SetObstacleAvoidanceParams(0, parameters); // Create some movable barrels. We create them as crowd agents, as for moving entities it is less expensive and more convenient than using obstacles CreateMovingBarrels(navMesh); // Create Jack node that will follow the path SpawnJack(new Vector3(-5.0f, 0.0f, 20.0f), scene.CreateChild("Jacks")); // Create the camera. Limit far clip distance to match the fog CameraNode = new Node(); Camera camera = CameraNode.CreateComponent<Camera>(); camera.FarClip = 300.0f; // Set an initial position for the camera scene node above the plane CameraNode.Position = new Vector3(0.0f, 50.0f, 0.0f); Pitch = 80.0f; CameraNode.Rotation = new Quaternion(Pitch, Yaw, 0.0f); }
/// <summary> /// Copy constructor. /// </summary> /// <param name="copy">The group to copy.</param> /// <param name="cloneFilter"> /// If true, the filter will be cloned. Otherwise it will be referenced. /// </param> public NavGroup(NavGroup copy, bool cloneFilter) { this.mesh = copy.mesh; this.query = copy.query; this.crowd = copy.crowd; this.filter = (cloneFilter ? copy.filter.Clone() : copy.filter); this.extents = copy.extents; }
// Use this for initialization void Start () { healthScript = GetComponent<HealthScript_00> (); moraleManager = GameObject.FindGameObjectWithTag ("MoraleManager").GetComponent<MoraleManager_00>(); crowdManager = GameObject.FindGameObjectWithTag ("CrowdManager").GetComponent<CrowdManager>(); }