Inheritance: MonoModifier
Esempio n. 1
0
    private void Start()
    {
        photonview = this.transform.GetChild(0).GetComponent <PhotonView>();

        PlayerObj.SetActive(true);
        //rvocontroller = GetComponentInChildren<Pathfinding.RVO.RVOController>();
        seeker             = GetComponentInChildren <Pathfinding.Seeker>();
        aipath             = GetComponentInChildren <Pathfinding.AIPath>();
        funnelmodifier     = GetComponentInChildren <Pathfinding.FunnelModifier>();
        aidestinatonsetter = GetComponentInChildren <Pathfinding.AIDestinationSetter>();
        playermouse        = GetComponentInChildren <PlayerMouse>();
        rigidbody          = GetComponentInChildren <Rigidbody>();
        WarFog             = PlayerObj.GetComponent <FogOfWarEntity>();
        forminimap         = transform.GetChild(2).gameObject;
        astar_target       = transform.GetChild(1).gameObject;
        splatmanager       = transform.GetChild(0).GetChild(0).gameObject;

        rigidbody.isKinematic = true;
        WarFog.enabled        = false;

        if (photonView.isMine)
        {
            PlayerObj.name = gameObject.name + "_" + PhotonNetwork.player.NickName;
        }
        else
        {
            PlayerObj.name = gameObject.name + photonView.owner.NickName;
        }

        SceneManager.activeSceneChanged += SceneLoaded;

        DontDestroyOnLoad(this);
    }
Esempio n. 2
0
		public override void Apply(Path p)
		{
			List<GraphNode> path = p.path;
			List<Vector3> vectorPath = p.vectorPath;
			if (path == null || path.Count == 0 || vectorPath == null || vectorPath.Count != path.Count)
			{
				return;
			}
			List<Vector3> list = ListPool<Vector3>.Claim();
			List<Vector3> list2 = ListPool<Vector3>.Claim(path.Count + 1);
			List<Vector3> list3 = ListPool<Vector3>.Claim(path.Count + 1);
			list2.Add(vectorPath[0]);
			list3.Add(vectorPath[0]);
			for (int i = 0; i < path.Count - 1; i++)
			{
				if (!path[i].GetPortal(path[i + 1], list2, list3, false))
				{
					list2.Add((Vector3)path[i].position);
					list3.Add((Vector3)path[i].position);
					list2.Add((Vector3)path[i + 1].position);
					list3.Add((Vector3)path[i + 1].position);
				}
			}
			list2.Add(vectorPath[vectorPath.Count - 1]);
			list3.Add(vectorPath[vectorPath.Count - 1]);
			if (!FunnelModifier.RunFunnel(list2, list3, list))
			{
				list.Add(vectorPath[0]);
				list.Add(vectorPath[vectorPath.Count - 1]);
			}
			ListPool<Vector3>.Release(p.vectorPath);
			p.vectorPath = list;
			ListPool<Vector3>.Release(list2);
			ListPool<Vector3>.Release(list3);
		}