// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { npcMovement = animator.GetComponent <NpcMovement>(); transform = animator.GetComponent <Transform>(); getDestination = animator.GetComponent <GetDestination>(); destination = getDestination.SetDestination(); }
protected override void Start() { m_Type = BuildingType.PASSENGERTRAIN; base.Start(); NPCs = FindObjectOfType <NpcMovement>(); anim = GetComponentInChildren <Animator>(); inStation = false; }
void Awake() { theController = GetComponent <NpcMovement>(); patrolState = new PatrolState(this, theController); chaseState = new ChaseState(this, theController); controlledState = new ControlledState(this, theController); }
// Use this for initialization void Start() { View = GetComponent <FieldOfView>(); Movement = GetComponent <NpcMovement>(); SetState("goodVibe"); StartCoroutine("RefreshEnemyState", .5f); }
public void ToCanControl(NpcMovement enemy) { if (playerState == VujStates.NotControlling) { controlledTripulant = enemy; canControlFlag.SetActive(true); playerState = VujStates.CanControl; } }
private void Start() { if (_soundManager == null) { _soundManager = FindObjectOfType <SoundManagement>(); } _complexMove = GetComponent <ComplexMove>(); _npcMovement = GetComponent <NpcMovement>(); StartCoroutine(RotarChecking()); }
/** * Randonly pick the next waypoint for the NPC */ private void chooseNextRoute(NpcMovement npcMov) { //throw new NotImplementedException(); int randomInt = UnityEngine.Random.Range(0, 2); if (randomInt < 1) { Debug.Log("A route chosen"); npcMov.SetNextWaypoint(branchWaypoints_A[0]); } else { Debug.Log("B route chosen"); npcMov.SetNextWaypoint(branchWaypoints_B[0]); } }
//Transform firePoint; // Use this for initialization void Start() { rb = GetComponent <Rigidbody2D>(); theController = GetComponentInParent <NpcMovement>(); //brazo.localEulerAngles = Vector3.forward; }
public ControlledState(StateEnemyBehavior enemy, NpcMovement controller) { this.enemy = enemy; theController = controller; }
/** * Get movement script reference from newly created npc game object * Get next waypoint location and set this value on npc movement script */ void releaseNpc( GameObject newNpc ) { GameObject firstWPoint = getFirstWaypoint(); npcMovement = newNpc.GetComponent<NpcMovement>(); npcMovement.SetNextWaypoint(firstWPoint); }