/// <summary> /// Sets movement state to wander. /// </summary> /// <param name="room"></param> public void StartWandering(Room room) { var followState = new FollowTarget(Character, GameController.Instance.Player); var lookForState = new LookForCharacter(Character, GameController.Instance.Player, room, followState); CurrentState = lookForState; }
public override void Update() { new EntityQuery() .With <FollowTarget>() .ForEach(obj => { FollowTarget follow = obj.GetECSComponent <FollowTarget>(); //calming down the enemy if (follow.HasBeenCalmDown) { obj.transform.position = GameMananger.RandomNavmeshLocation(400f, obj); obj.GetECSComponent <TrailRenderer>().UnityComponent.Clear(); follow.HasBeenCalmDown = false; EntityActionBuffer.Instance.ApplyComponentChanges(obj, follow); } //we pick a new target PickNewTarget(obj, follow); //We see if the target is dead or not KillTarget(obj, follow); if (follow.Target != null) { obj.GetECSComponent <NavMeshAgent>().UnityComponent.SetDestination(follow.Target.transform.position); } }); }
// Use this for initialization void Start() { //reference score = FindObjectOfType <ScoreScript>(); health = FindObjectOfType <HealthScript>(); camera = FindObjectOfType <FollowTarget>(); }
private void PickNewTarget(GameObject obj, FollowTarget follow) { //only pick new target once or if the new target want to do a Vendetta //it will chase it down until he is dead if (follow.Target == null || follow.Target.GetECSComponent <Vendetta>().WantToDoVendetta) { float dist = float.MaxValue; new EntityQuery() .With <Score>() .With <Vendetta>() .ForEach(objToFollow => { //only pick green pecsman Vendetta vendetta = objToFollow.GetECSComponent <Vendetta>(); if (!vendetta.WantToDoVendetta) { if (Vector3.Distance(obj.transform.position, objToFollow.transform.position) < dist) { follow.Target = objToFollow; dist = Vector3.Distance(obj.transform.position, objToFollow.transform.position); } } }); EntityActionBuffer.Instance.ApplyComponentChanges(obj, follow); } }
public override void StartAction() { isDone = false; orbitStatus = 0; SwitchTarget(); followTarget = new FollowTarget(dog, rosie, offset, true, 0.2f); }
protected override void Affect(GameObject target) { base.Affect(target); _follow = target.GetComponent <FollowTarget>(); _controller = target.GetComponent <HeroController>(); _rb = target.GetComponent <Rigidbody2D>(); // Disable movement code if (_follow != null) { _follow.enabled = false; } if (_controller != null) { _controller.enabled = false; } if (_rb != null && source != null) { // Add force relative to source Vector2 dir = source.transform.up; dir.Normalize(); _rb.velocity += dir * Force; } }
private void Fire() { // Set the fired flag so only Fire is only called once. m_Fired = true; // Create an instance of the shell and store a reference to it's rigidbody. Rigidbody shellInstance = Instantiate(m_Shell, m_FireTransform.position, m_FireTransform.rotation) as Rigidbody; // Set the shell's velocity to the launch force in the fire position's forward direction. shellInstance.velocity = m_CurrentLaunchForce * m_FireTransform.forward; FollowTarget shellFT = shellInstance.GetComponent <FollowTarget>(); if (shellFT != null) { shellFT.Target = target; shellFT.Velocity = m_CurrentLaunchForce; } // Change the clip to the firing clip and play it. m_ShootingAudio.clip = m_FireClip; m_ShootingAudio.Play(); // Reset the launch force. This is a precaution in case of missing button events. m_CurrentLaunchForce = m_MinLaunchForce; }
void Awake() { GetComponent <SpriteRenderer>().enabled = false; transform.GetChild(0).GetComponent <SpriteRenderer>().enabled = false; t = Camera.main.GetComponent <FollowTarget>(); Panel = GameObject.Find("Canvas").transform.GetChild(1).GetComponent <Image>(); }
public override void OnInit() { base.OnInit(); cameraGO = Camera.main.gameObject; cameraAnim = cameraGO.GetComponent <Animator>(); followTarget = cameraGO.GetComponent <FollowTarget>(); }
private void Awake() { FollowTarget = GetComponent <FollowTarget>(); _viewer = ViewerManager.Instance.AcquireViewer <ServerSpectatorViewer>(); if (null != _viewer) { _viewer.Initialize(this); } InputManager.Instance.Controls.game.pause.performed += OnPause; InputManager.Instance.Controls.game.moveforward.started += OnMoveForward; InputManager.Instance.Controls.game.moveforward.performed += OnMoveForwardStop; InputManager.Instance.Controls.game.movebackward.started += OnMoveBackward; InputManager.Instance.Controls.game.movebackward.performed += OnMoveBackwardStop; InputManager.Instance.Controls.game.moveleft.started += OnMoveLeft; InputManager.Instance.Controls.game.moveleft.performed += OnMoveLeftStop; InputManager.Instance.Controls.game.moveright.started += OnMoveRight; InputManager.Instance.Controls.game.moveright.performed += OnMoveRightStop; InputManager.Instance.Controls.game.jump.started += OnMoveUp; InputManager.Instance.Controls.game.jump.performed += OnMoveUpStop; InputManager.Instance.Controls.game.movedown.started += OnMoveDown; InputManager.Instance.Controls.game.movedown.performed += OnMoveDownStop; InputManager.Instance.Controls.game.look.started += OnLook; InputManager.Instance.Controls.game.look.performed += OnLook; InputManager.Instance.Controls.game.look.canceled += OnLookStop; }
public void OnEnable() { player = GameObject.FindWithTag("Player"); camera = GameObject.Find("Main Camera"); followTargetScript = camera.GetComponent <FollowTarget>(); oldOffset = followTargetScript.offset; }
private void SpawnCars() { for (int i = 0; i < aiCarCount; i++) { GameObject aiCarParent = new GameObject("AICar" + i); aiCarParent.transform.parent = transform; GameObject car = Instantiate(AICar, spawningPoints.GetSpawnPoint(), Quaternion.identity); car.transform.parent = aiCarParent.transform; GameObject ball = Instantiate(AICarBall); car.GetComponent <CarAIController>().Ball = ball.transform; ball.GetComponent <BallMovement>().ballPosition = car.transform.Find("BallPosition"); ball.transform.position = ball.GetComponent <BallMovement>().ballPosition.position; ball.GetComponent <BallCollider>().IsThisAIBall = true; ball.transform.parent = aiCarParent.transform; // positioning canvas does not work in editor, works in build GameObject canvas = Instantiate(AICarCanvas, new Vector3(car.transform.position.x, car.transform.position.y + 2, car.transform.position.z), Quaternion.Euler(45, -90, 0)); canvas.GetComponent <CarUIController>().isThisCanvasAI = true; FollowTarget followTarget = canvas.GetComponent <FollowTarget>(); followTarget.Target = car.transform; followTarget.enabled = true; canvas.transform.SetParent(aiCarParent.transform); GameObject line = Instantiate(AILine, car.transform.position, Quaternion.identity); LineController lineController = line.GetComponent <LineController>(); lineController.Car = car.transform; lineController.Ball = ball.transform; line.transform.parent = aiCarParent.transform; car.GetComponent <CarAIController>().AICarNumber = i; } }
// Start is called before the first frame update void Start() { health = GetComponent <HealthController>(); health.OnDie += HandleDeath; target = GetComponent <FollowTarget>(); collider = GetComponent <Collider2D>(); }
// Use this for initialization void Awake() { _effect = GetComponent< BonusEffect > (); _effect.enabled = false; _follow = GetComponent< FollowTarget > (); _follow.enabled = false; }
/// <summary> /// Determines if the target is valid /// </summary> /// <returns>A CustomPhysicsHit result of a Line Cast to the target, or a default one if the target is invalid</returns> protected virtual MatrixManager.CustomPhysicsHit ValidateTarget() { if (FollowTarget != null) { if (mobAI.IsDead == false && mobAI.IsUnconscious == false) { var followLivingBehaviour = FollowTarget.GetComponent <LivingHealthMasterBase>(); if (followLivingBehaviour != null) { if (followLivingBehaviour.IsDead) { FollowTarget = null; } } //Continue if it still exists and is in range if (FollowTarget != null && TargetDistance() < TetherRange) { Vector3 dir = (Vector3)(TargetTile.WorldPositionServer - OriginTile.WorldPositionServer).Normalize() / 1.5f; var hitInfo = MatrixManager.Linecast(OriginTile.WorldPositionServer + dir, LayerTypeSelection.Windows | LayerTypeSelection.Grills, checkMask, TargetTile.WorldPositionServer); if (hitInfo.ItHit) { return(hitInfo); } } } } FollowTarget = null; Deactivate(); return(new MatrixManager.CustomPhysicsHit()); }
// Start is called before the first frame update void Start() { xx.SetActive(false); SkillButtonMzz = false; UsingC = false; tagbool = false; redtimerbool = false; yunshitingzhibool = false; text.SetActive(false); timerbool = false; yellowCtr = false; ChongdongBool = false; TimemachineBool = false; UsingChange = false; Gate.SetActive(false); Miaozhun.SetActive(false); UsingMz = true; Mz.SetActive(true); SkillChoose = Skills.none; SkillButtonMz = true; UsingChange2 = false; FuChi.SetActive(false); Player = GetComponent <FollowTarget>(); newtag = GameObject.FindGameObjectWithTag("Player"); }
private void OnTriggerEnter(Collider other) { if (other.gameObject.CompareTag("enemyCollide") || other.gameObject.CompareTag("animalRoot") || other.gameObject.CompareTag("animalCollide")) { if (this.doneStick) { return; } arrowStickToTarget arrowStickToTarget = other.GetComponent <arrowStickToTarget>(); if (arrowStickToTarget == null) { arrowStickToTarget = other.GetComponentInChildren <arrowStickToTarget>(); } if (arrowStickToTarget) { Transform transform = arrowStickToTarget.returnNearestJoint(base.transform); if (transform) { FollowTarget followTarget = base.gameObject.AddComponent <FollowTarget>(); followTarget.target = transform; followTarget.offset = (base.transform.position - transform.position) / 3.5f; followTarget.followRotation = true; CapsuleCollider component = base.transform.GetComponent <CapsuleCollider>(); if (component) { component.isTrigger = true; } base.GetComponent <Rigidbody>().isKinematic = true; this.doneStick = true; UnityEngine.Object.Destroy(this); } } } }
// Use this for initialization void Start() { pE = GetComponent <PuzzleEvents>(); floor = GameObject.Find("Floor").GetComponent <Floor>(); floor.setAllTilesVisibility(false); myCoroutine = StartCoroutine(spawnMoles()); myTarget = Instantiate(target); }
// ------------------------------------------------------- // // Initial functions // ------------------------------------------------------- // void Init() { AreaGameObject = Instantiate(AreaPrefab, Vector3.zero, Quaternion.identity); GameCamera = FindObjectOfType <FollowTarget>() as FollowTarget; AreaController = AreaGameObject.GetComponent <AreaController>(); }
/// <summary> /// Awake this instance. /// </summary> void Awake() { espada = this; if (!target) //If dont have a target { target = PlayerStatus.playerStatus.transform; //than the target is the player } }
private void SetupCameraFollow() { cameraFollower = Camera.main.GetComponent <FollowTarget>(); if (cameraFollower != null) { cameraFollower.target = this.transform; } }
public override void OnInit() { Debug.Log("--wangzhi--有被调用到吗--"); cameraGo = Camera.main.gameObject; cameraAnim = cameraGo.GetComponent <Animator>(); followTarget = cameraGo.GetComponent <FollowTarget>(); Debug.Log(followTarget); }
public override void OnInit() { cameraGO = Camera.main.gameObject; TimeLine = GameObject.Find("TimeLine"); cameraGO.SetActive(false); TimeLine.SetActive(true); followTarget = cameraGO.GetComponent <FollowTarget>(); }
public override void OnInit() { cameraGo = Camera.main.gameObject; followTarget = cameraGo.GetComponent <FollowTarget>(); anim = cameraGo.GetComponent <Animator>(); anim.enabled = true; followTarget.enabled = false; }
void Awake() { Resources.UnloadUnusedAssets(); GC.Collect(); GetComponent <SpriteRenderer>().enabled = false; transform.GetChild(0).GetComponent <SpriteRenderer>().enabled = false; t = Camera.main.GetComponent <FollowTarget>(); Panel = GameObject.Find("Canvas").transform.GetChild(0).GetComponent <Image>(); }
// Constructor public CameraInfo(GameObject cam) { gameObject = cam; transform = cam.transform; rigidbody = cam.GetComponent<Rigidbody> (); camera = cam.GetComponent<Camera> (); followScript = cam.GetComponent<FollowTarget> (); introScript = cam.GetComponent<ExitIntro>(); }
// Start is called before the first frame update void Start() { //rb = GetComponent<Rigidbody2D>(); //rb.angularVelocity = Random.Range(0,10)*Speed; PickUp = GameObject.Find("Player").GetComponent <Skill>(); follow = GameObject.Find("Player").GetComponent <FollowTarget>(); KCtr = false; tooltr = false; }
private void Start() { if (Player == null) { Player = GameObject.FindGameObjectWithTag("Player"); } followTarget = GetComponent <FollowTarget>(); followTarget.Target = Player; }
private void OnCollisionEnter(Collision other) { FollowTarget followTarget = base.gameObject.AddComponent <FollowTarget>(); followTarget.target = other.transform; followTarget.offset = base.transform.position - other.transform.position; base.GetComponent <Rigidbody>().isKinematic = true; UnityEngine.Object.Destroy(this); }
void CompleteFollow() { var completeFunc = currentFollowTarget.onComplete; currentFollowTarget = null; completeFunc?.Invoke(); UpdateState(); }
public override void OnInspectorGUI() { DrawDefaultInspector(); FollowTarget tar = (FollowTarget)target; if (GUILayout.Button("Apply")) { tar.Setup(); } }
private void Start() { follow = gameObject.AddComponent <FollowTarget>(); back = gameObject.AddComponent <ReturnMove>(); follow.Init(AI, target, speed, attackRange - 1); back.init(AI, spawnPos, speed); damageCheck = transform.GetChild(0).gameObject; anim.SetInteger("state", 0); }
void Start () { if (!isLocalPlayer) { this.enabled = false; } sceneCameraGO = Camera.main.gameObject; sceneCameraFT = sceneCameraGO.GetComponent<FollowTarget>(); sceneCameraFT.Target = gameObject; EatableObjects.Add(this); Respawn(); }
void Awake() { this.controller = GetComponent<ParticlesController>(); this.follow = new FollowTarget(this); this.noTarget = new NoTarget(this); this.gameObject.SetActive(false); damageRates = new Dictionary<ArmorType, float>(); damageRates.Add(ArmorType.Light, LightArmorDamageRate); damageRates.Add(ArmorType.Medium, MediumArmorDamageRate); damageRates.Add(ArmorType.Heavy, HeavyArmorDamageRate); }
void Spawn() { // Instantiate a random enemy. int enemyIndex = Random.Range(0, enemies.Length); enemy = (GameObject)Instantiate(enemies[enemyIndex], transform.position, transform.rotation); eScript = enemy.GetComponent<Enemy>(); enemyKill =(GameObject) Instantiate(enemiesKill[enemyIndex], transform.position, transform.rotation); fScript = enemyKill.GetComponent<FollowTarget> (); eScript.target = enemyKill.transform; fScript.target = enemy.transform; // Play the spawning effect from all of the particle systems. foreach(ParticleSystem p in GetComponentsInChildren<ParticleSystem>()) { p.Play(); } }
private DrawingColor drawingColorComp;//drawing color //Use this for Initialization void Start () { fontSizeType = FontSizeType.PEN; fontSize = FontSize.MEDIUM; selectedTool = SelectedTool.PEN; lineColor = new Color (0, 147, 68, 100) / 255.0f; prevColor = lineColor; drawingMaterial = GameObject.Find ("green (Drawing Level)").GetComponent<DrawingColor> ().drawingMaterial; previousMaterial = drawingMaterial; if (middleCam == null) { middleCam = GameObject.FindGameObjectWithTag ("MiddleCam").GetComponent<Camera> ();//setting up middle camera reference } if (drawResizerOb == null) { drawResizerOb = GameObject.Find ("Draw-Resizer (Drawing Level)"); } if (toolsAnimator == null) { toolsAnimator = GameObject.Find ("Tools").GetComponent<Animator> (); } if (brushObFollowTarget == null) { brushObFollowTarget = GameObject.Find ("brush (Drawing Level)").GetComponent<FollowTarget> (); } if (deleteObFollowTarget == null) { deleteObFollowTarget = GameObject.Find ("eraser (Drawing Level)").GetComponent<FollowTarget> (); } if (penObFollowTarget == null) { penObFollowTarget = GameObject.Find ("pencil (Drawing Level)").GetComponent<FollowTarget> (); } if (colorsWheelControllerComp == null) { colorsWheelControllerComp = GameObject.Find ("ColorsWheel (Drawing Level)").GetComponent<ColorsWheelController> (); } drawResizerBackground = drawResizerOb.transform.Find ("draw-resizer-background (Drawing Level)").gameObject; SetDrawResizerColor (); SetFontSize (); }
private float yPosition; //wanted Y position #endregion Fields #region Methods /// <summary> /// Awake this instance. /// </summary> void Awake() { espada = this; if (!target)//If dont have a target target = PlayerStatus.playerStatus.transform;//than the target is the player }
// Use this for initialization void Start() { NotificationCenter.DefaultCenter().AddObserver(this, "ReceiveDamage"); followTarget = GetComponent<FollowTarget>(); }
private Vector3 velocity = Vector3.zero; //A reference value used by SmoothDamp that tracks this object velocity void Awake() { follow = this; }
private void Awake() { followTarget = gameObject.GetComponent<FollowTarget> (); pinchZoom = gameObject.GetComponent<PinchZoom> (); }