Esempio n. 1
0
    void Update()
    {
        //print("micro name : "+microphone);
        if (microphone.loudness > seuilHatarake && !ongoingHatarakading && !enumLock && yellingO_Meter == 8 && !hatarakeLocked)
        {
            StartCoroutine(GrowingAreaOfEffect());
        }
        if (onCoolDown)
        {
            coolDownTickTime = coolDownTickTime + Time.deltaTime;
            if (coolDownTickTime > coolDownTickThreshold)
            {
                coolDownTickTime = 0;
                yellingO_Meter++;
            }
            if (yellingO_Meter >= 8)
            {
                onCoolDown = false;
            }
        }

        if (Input.GetMouseButton(0) && !charge && !moveLocked)
        {
            pos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
            //pos.y = transform.position.y;
            pos.y = 2;
            //navComponent.SetDestination (pos);
            //colliders = Physics.OverlapSphere(pos, 1f /* Radius */);

            //print("un deux un deux");

            Collider[] colliders = Physics.OverlapSphere(pos, 1f /* Radius */);

            if (!(colliders.Length > 0 && colliders[0].tag == "Employe") && pos != null && pos != transform.position)
            {
                if (tNav.OnGraph(pos, 0))
                {
                    //tMemory.SetItem("sabotage", false);
                    setTarget(pos);
                }
            }
        }

        if (tMemory.GetItem <bool>("enDeplacement") && !moveSoundLock)
        {
            int rdmIndex = Random.Range(0, bossMovingSounds.Length);
            bossMovingSounds[rdmIndex].Play();
            moveSoundLock = true;
        }
        else if (!tMemory.GetItem <bool>("enDeplacement") && moveSoundLock)
        {
            moveSoundLock = false;
        }
    }
Esempio n. 2
0
    //[RAINSerializableField]
    //private GameObject boxDeTravail;

    //[RAINSerializableField]
    //private GameObject chill;

    //[RAINSerializableField]
    //private Transform _target;


//	[RAINSerializableField]
    //private float motivation = 100;// variable conditionnant le départ en pause. motivation = 0 -> go to Pause;

    public override void Think()
    {
        RAIN.Memory.BasicMemory tMemory = AI.WorkingMemory as RAIN.Memory.BasicMemory;
        GameObject targ = tMemory.GetItem("myTarget") as GameObject;

        //Debug.Log ("boxxboxxboxxboxx: "+ boxx.name);

        //print ("dd");

        // create target
        //GameObject target = (GameObject)Instantiate(Resources.Load("prefab/target2"));
        //target.transform.position = new Vector3(22, 1, 6);

        //_target = targ.transform.GetChild (0);

        //	Debug.Log ("_target: "+ _target.name);

        if (targ != null)
        {
            //targ.gameObject.GetComponentInChildren<NavigationTargetRig>().Target.MountPoint = target.transform;
            //targ.gameObject.GetComponentInChildren<NavigationTargetRig>().Target.TargetName = "NavTarget";

            //AI.Motor.MoveTo (targ.transform.GetChild (0).position);
            //	AI.Motor.MoveTo (targ.gameObject.GetComponentInChildren<NavigationTargetRig>().Target.Position);
            AI.Motor.MoveTo(targ.transform.position);
        }
    }
Esempio n. 3
0
    // accesseur pour savoir si le musicien est en train de danser
    public bool IsTheMusicianDancing()
    {
        AIRig aiRig = sceneLeader.GetComponentInChildren <AIRig>();

        RAIN.Memory.BasicMemory tMusicianMemory = aiRig.AI.WorkingMemory as RAIN.Memory.BasicMemory;
        return(tMusicianMemory.GetItem <bool>("isDancing"));
    }
Esempio n. 4
0
 // Update is called once per frame
 void Update()
 {
     if (tMemory.GetItem <bool>("destinationReached") && !tMemory.GetItem <bool>("inLifeScene")) // gestion du timer d'attente sur les NT
     {
         if (waitTimer < endWaitTimer && !tMemory.GetItem <bool>("waitTimerHasEnded"))
         {
             waitTimer = waitTimer + Time.deltaTime;
         }
         else if (!tMemory.GetItem <bool>("waitTimerHasEnded"))
         {
             tMemory.SetItem <bool>("waitTimerHasEnded", true);
         }
         if (waitTimer != 0 && tMemory.GetItem <bool>("waitTimerHasEnded"))
         {
             waitTimer    = 0;
             endWaitTimer = (int)Random.Range(minEndWaitTimer, maxEndWaitTimer);
         }
     }
     if (tMemory.GetItem <bool>("guideIsOnPov"))// gestion du timer d'attente sur les points de vue
     {
         if (povTimer < endPovTimer && !tMemory.GetItem <bool>("povTimerHasEnded"))
         {
             povTimer = povTimer + Time.deltaTime;
         }
         else if (povTimer != 0)
         {
             povTimer = 0;
         }
         if (povTimer > endPovTimer)
         {
             tMemory.SetItem <bool>("povTimerHasEnded", true);
             tMemory.SetItem <bool>("guideIsOnPov", false);
         }
     }
 }
Esempio n. 5
0
 void Update()
 {
     if (tMemory.GetItem <bool>("destinationReached"))// gestion du timer d'attente au point de vue et des variables RAIN correspondantes
     {
         timer = timer + Time.deltaTime;
     }
     else if (timer != 0)
     {
         timer = 0;
     }
     if (timer > endTimer)
     {
         tMemory.SetItem <bool>("timerIsOver", true);
     }
 }
Esempio n. 6
0
 // Update is called once per frame
 public void Update()
 {
     if (soundTimer < endSoundTimer && !tMemory.GetItem <bool>("soundTimerHasEnded")) // gestion des timers et des variables RAIN correspondantes
     {
         soundTimer = soundTimer + Time.deltaTime;
     }
     else if (!tMemory.GetItem <bool>("soundTimerHasEnded"))
     {
         tMemory.SetItem <bool>("soundTimerHasEnded", true);
     }
     if (soundTimer != 0 && tMemory.GetItem <bool>("soundTimerHasEnded"))
     {
         soundTimer    = 0;
         endSoundTimer = (int)Random.Range(minEndSoundTimer, maxEndSoundTimer);
     }
     //----------------------
     if (tMemory.GetItem <bool>("destinationReached"))
     {
         if (waitTimer < endWaitTimer && !tMemory.GetItem <bool>("waitTimerHasEnded"))
         {
             waitTimer = waitTimer + Time.deltaTime;
         }
         else if (!tMemory.GetItem <bool>("waitTimerHasEnded"))
         {
             tMemory.SetItem <bool>("waitTimerHasEnded", true);
         }
         if (waitTimer != 0 && tMemory.GetItem <bool>("waitTimerHasEnded"))
         {
             waitTimer    = 0;
             endWaitTimer = (int)Random.Range(minEndWaitTimer, maxEndWaitTimer);
         }
     }
     //---------------------------------
     if (tMemory.GetItem <bool>("isDancing"))
     {
         if (danceTimer < endDanceTimer)
         {
             danceTimer = danceTimer + Time.deltaTime;
         }
         else
         {
             danceTimer = 0;
             tMemory.SetItem <bool>("isDancing", false);
         }
     }
 }
Esempio n. 7
0
    // Use this for initialization
    void Start()
    {
        isAlreadyInRange = false;
        suicideMemory    = tMemory.GetItem <bool>("suicidaire");
        moveMemory       = tMemory.GetItem <bool>("enDeplacement");
        workingMemory    = tMemory.GetItem <bool>("auTravail");

        employeProfile = GameObject.Find("EmployeeProfile").GetComponent <employeeID>();

        data.InitializeEmployee();

        this.transform.GetChild(0).GetComponent <SpriteRenderer>().color = this.GetComponent <Employe>().data.hairColor;
        this.transform.GetChild(1).GetComponent <SpriteRenderer>().color = this.GetComponent <Employe>().data.topColor;
    }
Esempio n. 8
0
//	[RAINSerializableField]
    //private float motivation = 100;// variable conditionnant le départ en pause. motivation = 0 -> go to Pause;

    public override void Think()
    {
        charge = (bool)tMemory.GetItem("charge");


        //Vector3 pos;
        if (!charge)
        {
            if (Input.GetMouseButton(0))
            {
                //	timer += Time.deltaTime;



                //	actionArea.localScale = new Vector3(timer,actionArea.localScale.y,timer);
                //	}
                //	else
                //	{
                pos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
                //pos.y = transform.position.y;
                pos.y = 2;
                //navComponent.SetDestination (pos);

                colliders = Physics.OverlapSphere(pos, 1f /* Radius */);
                Debug.Log("pospospospospospospospospos: " + pos);

                Debug.Log("COLLIDERRRSRSRSRSRRS: " + colliders.Length);

                if (colliders != null && colliders.Length > 0)
                {
                    Debug.Log("COLLIDER: " + colliders[0].name);
                    Debug.Log("COLLIDER colliders[0].tag: " + colliders[0].tag);
                }
            }

            if (pos != null && pos != AI.Body.transform.position && (colliders == null || (colliders != null && (colliders.Length == 0 || colliders[0].tag == "Nav"))))
            {
                //targ.gameObject.GetComponentInChildren<NavigationTargetRig>().Target.MountPoint = target.transform;
                //targ.gameObject.GetComponentInChildren<NavigationTargetRig>().Target.TargetName = "NavTarget";

                //AI.Motor.MoveTo (targ.transform.GetChild (0).position);
                //	AI.Motor.MoveTo (targ.gameObject.GetComponentInChildren<NavigationTargetRig>().Target.Position);
                AI.Motor.MoveTo(pos);
            }

            if (pos == AI.Body.transform.position)
            {
                Debug.Log("RESET DE POSITIONNNN: " + pos);
                // pos = null;
            }

            //print ("mouseDown: "+ pos);
        }


        //Debug.Log ("boxxboxxboxxboxx: "+ boxx.name);

        //print ("dd");

        // create target
        //GameObject target = (GameObject)Instantiate(Resources.Load("prefab/target2"));
        //target.transform.position = new Vector3(22, 1, 6);

        //_target = targ.transform.GetChild (0);

        //	Debug.Log ("_target: "+ _target.name);
    }