// reset state public override void Reset() { base.Reset(); // reset the vehicle Speed = 1.5f; // speed along Forward direction. _trail = new Trail(); _trail.Clear(); // prevent long streaks due to teleportation }
// reset state public override void Reset() { base.Reset(); // reset the vehicle Speed = 0.0f; // speed along Forward direction. MaxForce = 3000.7f; // steering force is clipped to this magnitude MaxSpeed = 10; // velocity is clipped to this magnitude // Place me on my part of the field, looking at oponnents goal SetPosition(b_ImTeamA ? Utilities.Random() * 20 : -Utilities.Random() * 20, 0, (Utilities.Random() - 0.5f) * 20); if (m_MyID < 9) { if (b_ImTeamA) { Position = (Globals.PlayerPosition[m_MyID]); } else { Position = (new Vector3(-Globals.PlayerPosition[m_MyID].X, Globals.PlayerPosition[m_MyID].Y, Globals.PlayerPosition[m_MyID].Z)); } } m_home = Position; if (trail == null) { trail = new Trail(10, 60); } trail.Clear(); // prevent long streaks due to teleportation }
public void Reset() { Trail.Clear(); foreach (var x in circles) { x.Reset(); } }
// reset state public override void Reset() { base.Reset(); // reset the vehicle Speed = 1.5f; // speed along Forward direction. MaxForce = 0.3f; // steering force is clipped to this magnitude MaxSpeed = 5; // velocity is clipped to this magnitude trail = new Trail(); trail.Clear(); // prevent long streaks due to teleportation }
public override void Reset() { base.Reset(); RandomizeStartingPositionAndHeading(); // new starting position _trail = new Trail(7.5f, 600); _trail.Clear(); }
// reset state public override void Reset() { base.Reset(); // reset the vehicle Speed = 0; // speed along Forward direction. MaxForce = 5.0f; // steering force is clipped to this magnitude MaxSpeed = 3.0f; // velocity is clipped to this magnitude trail = new Trail(); trail.Clear(); // prevent long streaks due to teleportation GaudyPursuitAnnotation = true; // select use of 9-color annotation }
// reset state public override void Reset() { base.Reset(); // reset the vehicle Speed = 0.0f; // speed along Forward direction. Position = new Vector3(0, 0, 0); if (_trail == null) { _trail = new Trail(100, 6000); } _trail.Clear(); // prevent long streaks due to teleportation }
// reset state public override void Reset() { base.Reset(); // reset the vehicle Speed = 3; // speed along Forward direction. Avoiding = false; // not actively avoiding RandomizeStartingPositionAndHeading(); // new starting position Trail = new Trail(); Trail.Clear(); // prevent long streaks due to teleportation }
// reset state public override void Reset() { base.Reset(); // reset the vehicle Speed = 0.0f; // speed along Forward direction. MaxForce = 9.0f; // steering force is clipped to this magnitude MaxSpeed = 9.0f; // velocity is clipped to this magnitude SetPosition(0, 0, 0); if (trail == null) { trail = new Trail(100, 6000); } trail.Clear(); // prevent long streaks due to teleportation }
// reset state public override void Reset() { base.Reset(); // reset the vehicle Speed = 3; // speed along Forward direction. MaxForce = 3.0f; // steering force is clipped to this magnitude MaxSpeed = 3.0f; // velocity is clipped to this magnitude Avoiding = false; // not actively avoiding RandomizeStartingPositionAndHeading(); // new starting position trail = new Trail(); trail.Clear(); // prevent long streaks due to teleportation }
public void Kill() { ShakeBehavior.instance.TriggerShake(); audiomanager.instance.PlayDead(); int i = Random.Range(0, 4); if (i == 3) { World._instance.spawndeathtile(transform.position); } transform.position = World.GetRandomPosition(); Trail trail = GetComponentInChildren <Trail>(); trail.Clear(); GetComponent <Movement>().PauseMovement(); }
// reset state public override void Reset() { base.Reset(); // reset the vehicle Speed = 0.0f; // speed along Forward direction. // Place me on my part of the field, looking at oponnents goal Position = new Vector3(_imTeamA ? RandomHelpers.Random() * 20 : -RandomHelpers.Random() * 20, 0, (RandomHelpers.Random() - 0.5f) * 20); if (_myID < 9) { Position = _imTeamA ? (Globals.PlayerPosition[_myID]) : (new Vector3(-Globals.PlayerPosition[_myID].X, Globals.PlayerPosition[_myID].Y, Globals.PlayerPosition[_myID].Z)); } _home = Position; if (_trail == null) { _trail = new Trail(10, 60); } _trail.Clear(); // prevent long streaks due to teleportation }
public void AddCircle(Circle c) { Trail.Clear(); circles.Add(c); checkSlow(c.SpeedAngle); }
public override void OnSpawn() { Trail.Clear(); }