Esempio n. 1
0
    /// <summary>
    ///  makes the npc move.
    /// </summary>
    public void ApplyMovementForce()
    {
        float maxSpeed  = 0.0f;
        float magnitude = rigidbody.velocity.magnitude;

        switch (myState)
        {
        case NPCSTATE.COMBAT:
            maxSpeed       = NPCRUNSPEED;
            myAnim         = NPCANIMATIONS.RUN;
            speedMagnitude = (magnitude / NPCRUNSPEED) * 0.8f;
            // Always run.
            break;

        case NPCSTATE.FOLLOW:
            if (!friendlyTarget)
            {
                maxSpeed       = NPCWALKSPEED;
                speedMagnitude = (magnitude / NPCWALKSPEED) * 2.2f;
                myAnim         = NPCANIMATIONS.WALK;
            }
            else if (Vector3.Distance(friendlyTarget.transform.position, transform.position) < NPCFOLLOWWALKDIST)
            {
                maxSpeed       = NPCWALKSPEED;
                speedMagnitude = (magnitude / NPCWALKSPEED) * 2.2f;
                myAnim         = NPCANIMATIONS.WALK;
            }
            else
            {
                maxSpeed       = NPCRUNSPEED;
                myAnim         = NPCANIMATIONS.RUN;
                speedMagnitude = (magnitude / NPCRUNSPEED) * 0.8f;
            }
            break;

        case NPCSTATE.ROAM:
            maxSpeed       = NPCWALKSPEED;
            speedMagnitude = (magnitude / NPCWALKSPEED) * 2.2f;
            myAnim         = NPCANIMATIONS.WALK;
            break;
        }

        if (magnitude < maxSpeed)
        {
            Vector3 mDir = movementDirection;
            mDir.y = 0.0f;
            mDir   = mDir.normalized;
            rigidbody.AddForce(mDir * NPCACCELERATIONSPEED);
        }
    }
Esempio n. 2
0
    public override void Death()
    {
        myAnim  = NPCANIMATIONS.DEATH;
        myState = NPCSTATE.DEATH;
        if (collider)
        {
            DestroyImmediate(collider);
        }
        if (rigidbody)
        {
            DestroyImmediate(rigidbody);
        }

        if (animation["death"].time > animation["death"].length + NPCTIMEBEFOREDOWNED)
        {
            // Start falling through ground. 2 units?
            transform.position += (Vector3.down * Time.deltaTime) * NPCDEATHDOWNSPEED;
            Destroy(gameObject, 3.0f);
        }
    }
Esempio n. 3
0
 public bool GroundCheck()
 {
     if (Physics.Raycast(transform.position, Vector3.down, 0.2f, ignoreSightLayer))
     {
         if (!grounded)
         {
             AnimateOnce("jump");
         }
         if (!applyMovementForce)
         {
             myAnim = NPCANIMATIONS.IDLE;
         }
         return(true);
     }
     else
     {
         myAnim = NPCANIMATIONS.MIDAIR;
         return(false);
     }
 }
Esempio n. 4
0
    public override void Death()
    {
        myAnim = NPCANIMATIONS.DEATH;
        myState = NPCSTATE.DEATH;
        if (collider) DestroyImmediate(collider);
        if (rigidbody) DestroyImmediate(rigidbody);

        if (animation["death"].time > animation["death"].length + NPCTIMEBEFOREDOWNED)
        {
            // Start falling through ground. 2 units?
            transform.position += (Vector3.down * Time.deltaTime) * NPCDEATHDOWNSPEED;
            Destroy(gameObject, 3.0f);
        }
    }
Esempio n. 5
0
 public bool GroundCheck()
 {
     if (Physics.Raycast(transform.position, Vector3.down, 0.2f, ignoreSightLayer))
     {
         if (!grounded) AnimateOnce("jump");
         if (!applyMovementForce) myAnim = NPCANIMATIONS.IDLE;
         return true;
     }
     else
     {
         myAnim = NPCANIMATIONS.MIDAIR;
         return false;
     }
 }
Esempio n. 6
0
    /// <summary>
    ///  makes the npc move.
    /// </summary>
    public void ApplyMovementForce()
    {
        float maxSpeed = 0.0f;
        float magnitude = rigidbody.velocity.magnitude;
        switch (myState)
        {
            case NPCSTATE.COMBAT:
                maxSpeed = NPCRUNSPEED;
                myAnim = NPCANIMATIONS.RUN;
                speedMagnitude = (magnitude / NPCRUNSPEED) * 0.8f;
                // Always run.
                break;
            case NPCSTATE.FOLLOW:
                if (!friendlyTarget)
                {
                    maxSpeed = NPCWALKSPEED;
                    speedMagnitude = (magnitude / NPCWALKSPEED) * 2.2f;
                    myAnim = NPCANIMATIONS.WALK;
                }
                else if (Vector3.Distance(friendlyTarget.transform.position, transform.position) < NPCFOLLOWWALKDIST)
                {
                    maxSpeed = NPCWALKSPEED;
                    speedMagnitude = (magnitude / NPCWALKSPEED) * 2.2f;
                    myAnim = NPCANIMATIONS.WALK;
                }
                else
                {
                    maxSpeed = NPCRUNSPEED;
                    myAnim = NPCANIMATIONS.RUN;
                    speedMagnitude = (magnitude / NPCRUNSPEED) * 0.8f;
                }
                break;
            case NPCSTATE.ROAM:
                maxSpeed = NPCWALKSPEED;
                speedMagnitude = (magnitude / NPCWALKSPEED) * 2.2f;
                myAnim = NPCANIMATIONS.WALK;
                break;
        }

        if (magnitude < maxSpeed)
        {
            Vector3 mDir = movementDirection;
            mDir.y = 0.0f;
            mDir = mDir.normalized;
            rigidbody.AddForce(mDir * NPCACCELERATIONSPEED);
        }
    }