Esempio n. 1
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        //GameObject debugRing;

        void Awake()
        {
            //		DebugDraw debugDraw = gameObject.GetComponent<DebugDraw> ();
            //		debugRing = debugDraw.createRing (Vector3.zero, wanderRadius);

            steeringBasics = GetComponent <SteeringBasics>();

            rb = GetComponent <MovementAIRigidbody>();
        }
Esempio n. 2
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        void Start()
        {
            path.CalcDistances();

            steeringBasics = GetComponent <SteeringBasics>();
            followPath     = GetComponent <FollowPath>();
            colAvoid       = GetComponent <CollisionAvoidance>();

            colAvoidSensor = transform.Find("ColAvoidSensor").GetComponent <NearSensor>();
        }
Esempio n. 3
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        void Start()
        {
            steeringBasics = GetComponent <SteeringBasics>();
            wander         = GetComponent <Wander2>();
            cohesion       = GetComponent <Cohesion>();
            separation     = GetComponent <Separation>();
            velocityMatch  = GetComponent <VelocityMatch>();

            sensor = transform.Find("Sensor").GetComponent <NearSensor>();
        }
Esempio n. 4
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        bool FindObstacle(Vector3 facingDir, out GenericCastHit firstHit)
        {
            facingDir = rb.ConvertVector(facingDir).normalized;

            /* Create the direction vectors */
            Vector3[] dirs = new Vector3[3];
            dirs[0] = facingDir;

            float orientation = SteeringBasics.VectorToOrientation(facingDir, rb.is3D);

            dirs[1] = SteeringBasics.OrientationToVector(orientation + sideWhiskerAngle * Mathf.Deg2Rad, rb.is3D);
            dirs[2] = SteeringBasics.OrientationToVector(orientation - sideWhiskerAngle * Mathf.Deg2Rad, rb.is3D);

            return(CastWhiskers(dirs, out firstHit));
        }
Esempio n. 5
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        public Vector3 GetSteering()
        {
            float characterOrientation = rb.RotationInRadians;

            /* Update the wander orientation */
            wanderOrientation += RandomBinomial() * wanderRate;

            /* Calculate the combined target orientation */
            float targetOrientation = wanderOrientation + characterOrientation;

            /* Calculate the center of the wander circle */
            Vector3 targetPosition = transform.position + (SteeringBasics.OrientationToVector(characterOrientation) * wanderOffset);

            //debugRing.transform.position = targetPosition;

            /* Calculate the target position */
            targetPosition = targetPosition + (SteeringBasics.OrientationToVector(targetOrientation) * wanderRadius);

            //Debug.DrawLine (transform.position, targetPosition);

            return(steeringBasics.Seek(targetPosition));
        }
Esempio n. 6
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 void Start()
 {
     steeringBasics = GetComponent <SteeringBasics>();
     flee           = GetComponent <Flee>();
 }
Esempio n. 7
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 void Start()
 {
     steeringBasics = GetComponent <SteeringBasics>();
     evade          = GetComponent <Evade>();
 }
Esempio n. 8
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 void Awake()
 {
     rb             = GetComponent <MovementAIRigidbody>();
     steeringBasics = GetComponent <SteeringBasics>();
 }
Esempio n. 9
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 void Awake()
 {
     facingCosineVal = Mathf.Cos(facingCosine * Mathf.Deg2Rad);
     steeringBasics  = GetComponent <SteeringBasics>();
 }
Esempio n. 10
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 void Awake()
 {
     steeringBasics = GetComponent <SteeringBasics>();
     evade          = GetComponent <Evade>();
 }
Esempio n. 11
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 void Start()
 {
     steeringBasics = GetComponent <SteeringBasics>();
     wander         = GetComponent <Wander1>();
 }
Esempio n. 12
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 void Start()
 {
     steeringBasics = GetComponent <SteeringBasics>();
     pursue         = GetComponent <Pursue>();
 }
Esempio n. 13
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 void Awake()
 {
     steeringBasics = GetComponent <SteeringBasics>();
 }
Esempio n. 14
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 void Start()
 {
     path.CalcDistances();
     steeringBasics = GetComponent <SteeringBasics>();
     followPath     = GetComponent <FollowPath>();
 }