Esempio n. 1
0
    public static dogBehavior getClosestActiveDog(Vector3 loc)
    {
        if (instance.dogArr == null)
        {
            return(null);
        }


        float       dist, minDist = -1;
        dogBehavior retVal = null;

        foreach (dogBehavior dog in instance.dogArr)
        {
            //Debug.Log ("dog is " + dog.name);
            dist = (dog.gameObject.transform.position - loc).magnitude;

            //Debug.Log ("dog.DogActive: " + dog.DogActive + " / dist is " + dist + dog.DogActive + " / dogDistanceCutoff is: " + dogDistanceCutoff + " / minDist is:" + minDist);

            if (dog.DogActive == true && dist < dogDistanceCutoff &&
                (minDist == -1 || dist < minDist))
            {
                retVal  = dog;
                minDist = dist;
            }
        }

        return(retVal);
    }
Esempio n. 2
0
    void FixedUpdate()
    {
        if (vC.getDetected() == true || playerSeen == true)
        {
            playerSeen = true;

            rb.velocity        = Vector3.zero;
            rb.angularVelocity = Vector3.zero;
            anim.SetFloat("Speed", 0f);
            transform.LookAt(target.transform.position);

            if (deathDelayTimer == 0f)
            {
                audioSrc.clip = audioArr [0];                 //sound clip of laser

                agent.isStopped = true;
                //agent.enabled = false;

                lb.LaserOn(target);
                movementManager.instance.canMove = false;
            }
            else if (deathDelayTimer > deathTriggerLimit)
            {
                gameManager.death();
            }

            deathDelayTimer += Time.fixedDeltaTime;
        }
        else
        {
            closestDog = sceneManager.getClosestActiveDog(gameObject.transform.position);

            //If there is a dog nearby the Android follows the dog, otherwise it navigates along its set waypoints
            if (closestDog != null)
            {
                agent.destination = closestDog.transform.position;
                rb.velocity       = rb.velocity.normalized / 1.5f;
            }
            else
            {
                //Android slows down and then stops completely as it approaches its waypoint
                if (agent.remainingDistance > 2f)
                {
                    rb.velocity     = rb.velocity.normalized / 2f;
                    waypointUpdated = false;
                }
                else if (agent.remainingDistance <= 2f && agent.remainingDistance > 0.2f)
                {
                    rb.velocity = rb.velocity.normalized * Mathf.Min(agent.remainingDistance / 4 + 0.1f, 1);
                }
                else if (agent.remainingDistance <= 0.2f && waypointUpdated == false)
                {
                    Debug.Log(agent.name + " is too close to destination!");
                    rb.velocity        = Vector3.zero;
                    rb.angularVelocity = Vector3.zero;

                    GotoNextWayPoint();
                    waypointUpdated = true;
                }
            }

            anim.SetFloat("Speed", rb.velocity.magnitude);                      // set our animator's float parameter 'Speed' equal to the vertical input axis
        }
    }