Esempio n. 1
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    void Start()
    {
        pathManager = GetComponent <PathManager>();

        navHandler = GetComponent <NavMeshHandler>();
        getHealth  = GetComponent <Health>();
    }
Esempio n. 2
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 void Start()
 {
     //Get Components from AI
     navHandler  = GetComponent <NavMeshHandler>();
     pathManager = GetComponent <PathManager>();
     lookChance  = 10;
 }
Esempio n. 3
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    private void _CreateMaze()
    {
        _mazeGameObject = new GameObject();

        List <GameObject> _gameObjects = new List <GameObject>();

        GameObject wallPrefab   = (GameObject)Resources.Load("Wall");
        GameObject floorPrefab  = (GameObject)Resources.Load("Floor");
        GameObject startPrefab  = (GameObject)Resources.Load("Start");
        GameObject targetPrefab = (GameObject)Resources.Load("Target");

        int size = 51;

        bool[] isWalls = new MazeGenerator().Generate(size);

        for (int i = 0; i < isWalls.Length; i++)
        {
            int x = i % size;
            int z = i / size;

            if (isWalls[i])
            {
                _gameObjects.Add(GameObject.Instantiate(wallPrefab, new Vector3(x, 1, z), Quaternion.identity));
            }
            _gameObjects.Add(GameObject.Instantiate(floorPrefab, new Vector3(x, 0, z), Quaternion.identity));
        }

        int startIndex = Random.Range(0, size * size);

        while (isWalls[startIndex])
        {
            startIndex = Random.Range(0, size * size);
        }


        int endIndex = Random.Range(0, size * size);

        while (endIndex == startIndex || isWalls[endIndex])
        {
            endIndex = Random.Range(0, size * size);
        }

        startPrefab  = GameObject.Instantiate(startPrefab, new Vector3(startIndex % size, 1, startIndex / size), Quaternion.identity);
        targetPrefab = GameObject.Instantiate(targetPrefab, new Vector3(endIndex % size, 1, endIndex / size), Quaternion.identity);

        NavMeshHandler.Build(_gameObjects);

        _navMeshAgent = startPrefab.GetComponent <NavMeshAgent>();
        _navMeshAgent.SetDestination(targetPrefab.transform.position);
        _endPosition = targetPrefab.transform.position;

        startPrefab.transform.parent  = _mazeGameObject.transform;
        targetPrefab.transform.parent = _mazeGameObject.transform;
        for (int i = 0; i < _gameObjects.Count; i++)
        {
            _gameObjects[i].transform.parent = _mazeGameObject.transform;
        }
    }
Esempio n. 4
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    void Start()
    {
        behaviourSetup = GetComponent <BehaviourSetup>();

        navHandler = GetComponent <NavMeshHandler>();

        rig     = GetComponent <Rigidbody>();
        aiPaths = GameObject.FindGameObjectsWithTag("Path");

        //Int picks a random number between 0 and the array length
        index       = Random.Range(0, aiPaths.Length);
        currentPath = aiPaths[index];

        rig.useGravity   = false;
        lastRandomNumber = index;
    }
Esempio n. 5
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 void Start()
 {
     player      = GameObject.FindGameObjectWithTag("Player");
     navHandler  = GetComponent <NavMeshHandler>();
     pathManager = GetComponent <PathManager>();
 }
Esempio n. 6
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 void Start()
 {
     rig        = GetComponent <Rigidbody>();
     navHandler = GetComponent <NavMeshHandler>();
 }