Esempio n. 1
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    // 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)
    {
        loaded = true;
        animator.ResetTrigger("EngageAnimation");
        SeekerBot script = animator.GetComponent <SeekerBot>();

        script.ActivateSeek();
    }
    // 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)
    {
        timer = 0.0f;
        animator.ResetTrigger("DisengageAnimation");
        SeekerBot script = animator.GetComponent <SeekerBot>();

        script.ActivateLeave();
    }
Esempio n. 3
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    // 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)
    {
        timer = 0.0f;
        animator.ResetTrigger("WanderAnimation");
        SeekerBot script = animator.GetComponent <SeekerBot>();

        script.targetObject = GameObject.FindGameObjectWithTag("WanderPing");
        script.ActivateWander();
    }
Esempio n. 4
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    //OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        timer += Time.deltaTime;
        SeekerBot script = animator.GetComponent <SeekerBot>();

        if (script.TargetIsVisible())
        {
            animator.SetTrigger("EngageAnimation");
        }
    }
    void OnSceneGUI()
    {
        SeekerBot fov = (SeekerBot)target;

        Handles.color = Color.white;
        Handles.DrawWireArc(fov.transform.position, Vector3.up, Vector3.forward, 360, fov.viewRadius);
        Handles.color = Color.red;
        Handles.DrawWireArc(fov.transform.position, Vector3.up, Vector3.forward, 360, fov.viewRadius / 3);
        Vector3 viewAngleA = fov.DirFromAngle(-fov.viewAngle / 2, false);
        Vector3 viewAngleB = fov.DirFromAngle(fov.viewAngle / 2, false);

        Handles.DrawLine(fov.transform.position, fov.transform.position + viewAngleA * fov.viewRadius);
        Handles.DrawLine(fov.transform.position, fov.transform.position + viewAngleB * fov.viewRadius);
    }
Esempio n. 6
0
    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        SeekerBot script = animator.GetComponent <SeekerBot>();

        if (script.Attack() && loaded)
        {
            FindObjectOfType <KinematicInput>().HealthChange(10);
            loaded = false;
            animator.SetTrigger("DisengageAnimation");
        }
        else if (!script.TargetIsVisible())
        {
            animator.SetTrigger("WanderAnimation");
        }
    }