void Awake() { enemyStateMachine = GetComponent <EnemyStateMachine> (); navMeshController = GetComponent <NavMeshController> (); visionController = GetComponent <VisionController> (); enemyActionState = GetComponent <EnemyActionState> (); }
//private float DistanceDetect = 3.5f; // Start is called before the first frame update void Start() { //player = GameObject.FindWithTag("ActivePlayer"); target = player.transform; InvokeRepeating("throwObj", 1, 1); navmesh = this.GetComponent <NavMeshController>(); }
private void Awake() { maquinaDeEstados = GetComponent <MaquinaEstados>(); controladorNavMesh = GetComponent <NavMeshController>(); controladorVision = GetComponent <ControlVision>(); siguientePuntoRuta = 0; }
private IEnumerator AttackRanged(ICombatTarget target) { var position = _hit.transform.position; NavMeshController.LookAt(transform, position - _myPosition); _animatorController.OnAttackRanged(); (_ownerObject as ICombatAggressor)?.AttackTarget(target); yield return(new WaitForSeconds(.4f)); var instance = Instantiate((_rangedWeapon.item as ThrowingWeaponItem)?.weaponPrefab, throwingPoint.transform.position, instanceAngles); instance.transform.parent = throwingPoint.transform; var instanceRigidbody = instance.GetComponent <Rigidbody>(); instanceRigidbody.isKinematic = false; instanceRigidbody.AddForce((position - _myPosition).normalized * projectileSpeed, ForceMode.Impulse); _rangedWeapon.ReduceAmount(1); if (_rangedWeapon.amount == 0) { _rangedWeapon.item = null; PlayerMainScript.MyPlayer.UnequipWeapon(); } }
public void Placed(GameObject placedGo) { Placer.DisablePlacing(); placeBtn.SetActive(false); uiToHide.SetActive(true); closeBtn.SetActive(false); NavMeshController.Bake(); }
private void Start() { // Find the active player defined by Become Script player = GameObject.FindWithTag("ActivePlayer"); // Get the NavMeshAgent components controller = GetComponent <NavMeshController>(); agent = controller.GetComponent <NavMeshAgent>(); }
private void Awake() { coneRadarSystem = new ConeRadarSystem(); circleRadar = new CircleRadarSystem(); animatorController = new PlayerAnimatorController(GetComponent <Animator>()); NavMeshController = new NavMeshController(GetComponent <NavMeshAgent>()); StartCoroutine(InitJoystick()); GetComponent <RangedAttacker>().enabled = false; _NPCsAround = new Collider[20]; }
// Use this for initialization void Start() { Navigate = this.GetComponent <NavMeshController>(); User = this.gameObject; DesiredAction = Action; User.AddComponent <SphereCollider>(); User.GetComponent <SphereCollider>().isTrigger = true; User.GetComponent <SphereCollider>().radius = Radius; Debug.Log("Collider made"); }
void DoDamage(int damage, float x, float y, float z) { NavMeshController pl = transform.GetComponent <NavMeshController>(); if (pl) { //Debug.Log("Have done Damage"); Vector3 vct = new Vector3(x, y, z); pl.GetDamage(damage, vct); } }
public void Init(OfficeDesk officeDesk, NavMeshController navMeshController, EmployeeAnimationController animController, EmployeeParticlesController particlesController) { personalOfficeDesk = officeDesk; personalOfficeDesk.Filled = true; this.navMeshController = navMeshController; this.animController = animController; this.particlesController = particlesController; Speed = 1; }
/// <summary> /// Builds the tile map along its properties /// </summary> public void CreateLevel() { m_edgeController = GameObject.FindGameObjectWithTag("EdgeController").GetComponent <EdgeController>(); InitializeTileMap(); SetTileNeighbors(); if (m_meshController == null) { m_meshController = FindObjectOfType <NavMeshController>(); } m_meshController.Build(); }
void Start() { // Get the NavMeshAgent component agent = this.GetComponent <NavMeshAgent>(); controller = GetComponentInParent <NavMeshController>(); // Calls the "Pickupper" script on the player (if you follow the Pickupper script's instructions, the player should have the pickupper script on him) pickUpFunction = player.GetComponent <Pickupper>(); // Enemy starts his round GoToNextPoint(); }
void Start() { currentPatrolPoint = 0; // Get the NavMeshAgent component //agent = this.GetComponent<NavMeshAgent>(); controller = GetComponentInParent <NavMeshController>(); agent = controller.GetComponent <NavMeshAgent>(); // Enemy starts his round StartPatrol(); }
void Start() { Debug.Log("loading..."); buildingsNavMeshController = transform.Find("BuildingsOnlyNavMesh").GetComponent(typeof(NavMeshController)) as NavMeshController; roadsNavMeshController = transform.Find("RoadsOnlyNavMesh").GetComponent(typeof(NavMeshController)) as NavMeshController; terrain = transform.Find("Terrain").gameObject; roads = transform.Find("Roads").gameObject; DontDestroyOnLoad(gameObject); LoadAllTiles(); // ReadMapFromXML("Test"); GenerateFlatLandMap(100, 100); }
private void Update() { if (_isInited == false) { return; } _inputDirections = new Vector2(directionalJoystick.Horizontal, directionalJoystick.Vertical); NavMeshController.Move(transform, _inputDirections, playerObject.Energy.CurrentPoints > 0 ? characterRunSpeed : characterWalkSpeed); animatorController.OnMove(_inputDirections.magnitude, playerObject.Energy.CurrentPoints); inventory.UpdateItems(); ActivateNPCs(); }
public void AttackRanged() { if (!Input.GetMouseButtonDown(0)) { return; } RaycastHit hitInfo; var ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray.origin, ray.direction, out hitInfo)) { var npc = hitInfo.collider.gameObject.transform.parent.GetComponent <NpcMainScript>(); if (npc != null) { NavMeshController.LookAt(transform, npc.transform.position); animatorController.OnAttackRanged(); } } }
protected override void Awake() { if (Object.op_Equality((Object)this._navMeshCon, (Object)null)) { this._navMeshCon = (NavMeshController)((Component)this).GetComponent <NavMeshController>(); } if (Object.op_Equality((Object)this._navMeshCon, (Object)null)) { this._navMeshCon = (NavMeshController)((Component)this).GetComponentInChildren <NavMeshController>(true); } if (Object.op_Equality((Object)this._navMeshCon, (Object)null)) { this.Destroy(); } else { base.Awake(); } }
void Awake() { if (Instance != null) { Destroy(gameObject); } else { DontDestroyOnLoad(gameObject); Instance = this; } SetCursorTexture((Texture2D)Resources.Load("UI/cursor")); controllerProfile = ControllerProfile.WASD; menuActive = MenuActive.MENU; customKey = new KeyCode[8]; TogglePlayerMovement = true; navMeshController = GameObject.FindWithTag("Manager/NavMeshManager").GetComponent <NavMeshController>(); projectileManager = GameObject.FindWithTag("Manager/ProjectileManager").GetComponent <ProjectileManager>(); buffManager = GameObject.FindWithTag("Manager/BuffManager").GetComponent <BuffManager>(); _largeProjectile = (GameObject)Resources.Load("Prefabs/LargeProjectile"); _smallProjectile = (GameObject)Resources.Load("Prefabs/SmallProjectile"); _smoke = (GameObject)Resources.Load("Prefabs/Particles/Smoke"); _bot = (GameObject)Resources.Load("Prefabs/Bot"); _blankImage = GameObject.FindWithTag("UI/GameCanvas").transform.FindChild("Blank").GetComponent <Image>(); _shootEffectPrefab = (GameObject)Resources.Load("Prefabs/Particles/ShootEffect"); activeEntities = GameObject.FindWithTag("ActiveEntities"); Player = GameObject.FindGameObjectWithTag("Player"); inventoryManager = new InventoryManager(); AddQuickItemSlotToList(); EnableMenu(MenuActive.MENU); if (EventManager.OnShoot != null) { EventManager.OnShoot(); } }
void Awake() { navMeshController = GetComponent <NavMeshController>(); }
private void Awake() { controladorNavmesh = GetComponent <NavMeshController>(); }
void Awake() { navMeshController = GetComponent <NavMeshController> (); lineRenderer = GetComponent <LineRenderer> (); }
void Awake() { navMeshController = GetComponent <NavMeshController>(); stateMachine = GetComponent <StateMachine>(); visionController = GetComponent <VisionController>(); }
private void Awake() { Instance = this; }