Esempio n. 1
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    public static void SimulateAction(DummyEnemy _enemy, Vector3 _target, int index)
    {
        Vector3 _toVector = _target - _enemy.transform.position;

        _enemy.transform.position = _target;
        _enemy.SetAction(new VectorIntAction(ActionType.AIMoveTo, _toVector, index, _enemy.Time));
        _enemy.AddToTIme(_toVector.magnitude / _enemy.MoveSpeed);
        _enemy.SetAction(new VectorIntAction(ActionType.AIMoveToUnset, _toVector, index, _enemy.Time));
    }
Esempio n. 2
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    public static void SimulateAction(DummyEnemy _enemy, Vector3 _target, int index)
    {
        float _distance = Vector3.Distance(_enemy.transform.position, _target);

        _enemy.transform.position += _enemy.transform.forward * _distance;
        _enemy.SetAction(new ValueIntAction(ActionType.AIMoveForward, _distance, index, _enemy.Time));
        _enemy.AddToTIme(_distance / _enemy.MoveSpeed);
        _enemy.SetAction(new ValueIntAction(ActionType.AIMoveForwardUnset, _distance, index, _enemy.Time));
    }
Esempio n. 3
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    public static void SimulateAction(DummyEnemy _enemy, Vector3 _target, int index)
    {
        Vector3 _currentForward = _enemy.transform.forward;
        Vector3 _tempTarget     = new Vector3(_target.x, _enemy.transform.position.y, _target.z);
        Vector3 _up             = _enemy.transform.up;

        _enemy.transform.LookAt(_tempTarget);
        float _angle = Util.AngleBetweenVector3(_currentForward, _enemy.transform.forward, _up);

        _enemy.SetAction(new ValueIntAction(ActionType.AIRotate, _angle, index, _enemy.Time));
        _enemy.AddToTIme(Math.Abs(_angle) / _enemy.RotationSpeed);
        _enemy.SetAction(new ValueIntAction(ActionType.AIRotateUnset, _angle, index, _enemy.Time));
    }
Esempio n. 4
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 public static void SimulateAction(DummyEnemy _enemy, float _waitAmount, int index)
 {
     _enemy.SetAction(new ValueIntAction(ActionType.AIWait, _waitAmount, index, _enemy.Time));
     _enemy.AddToTIme(_waitAmount);
     _enemy.SetAction(new ValueIntAction(ActionType.AIWaitUnset, _waitAmount, index, _enemy.Time));
 }