//kasseiLevel 0.0-1.0 cautiouslevel=0.0f -1.0f public void Init(float size, Vector3 pos, BassRange bassRange, int kasseiLevel, int cautiousLevel, EatType eatType, Baits[] bate) { this.parameters.bate = bate; isVisible = false; if (pos.y < Constants.Params.bassVisibleInDepth) { isVisible = true; } VisibleBass(isVisible); bassState = BassState.Back; this.parameters.eatType = eatType; moveFrequency_still = Equations.EaseInQuad(kasseiLevel, 0.07f, 0.4f, 1.0f); parameters.KASSEILEVEL = kasseiLevel; parameters.SURELEVEL = cautiousLevel; transform.localScale = new Vector3(size * Constants.BassBihaviour.sizeScallingFactor, size * Constants.BassBihaviour.sizeScallingFactor, size * Constants.BassBihaviour.sizeScallingFactor); parameters.range = bassRange; transform.position = pos; sizeNanido = Equations.EaseInQuad(transform.localScale.x, 0.0f, 2.0f, 1.0f); if (bassRange == BassRange.Top) { transform.localRotation = Quaternion.Euler(new Vector3(0.0f, 0.0f, 0.0f)); } else { transform.localRotation = Quaternion.Euler(new Vector3(0.0f, 0.0f, Random.Range(-25.0f, 25.0f))); } ChangeState(BassState.Stay); }
public Bass Instanciate(Vector3 pos, float size, BassRange range, int kassei, int sure, EatType type, Baits[] baits) { //Instantiate(ObjectToSpawn, areas[0].GetRandomPointInArea(), transform.rotation); BassParameters paramsb = new BassParameters(); paramsb.size = size; paramsb.spawnedPosiion = pos; if (paramsb.spawnedPosiion.y > depth) { paramsb.spawnedPosiion.y = depth; } paramsb.range = range; paramsb.KASSEILEVEL = kassei; paramsb.SURELEVEL = sure; paramsb.eatType = type; paramsb.bate = baits; return(LureSpawner.Instance.SpawnBassOnPoint(paramsb)); }
public void CreateTerritory(BassRange bassRange) { float terrytorySize = 2.0f; posOffset = transform.localScale.x * Constants.BassBihaviour.posOffsetWhenScaleOne; terrytorySize = posOffset * 2; _territory_Width[0] = transform.position.x - terrytorySize; _territory_Width[1] = transform.position.x + terrytorySize; _territory_Depth[0] = transform.position.z - terrytorySize; _territory_Depth[1] = transform.position.z + terrytorySize; switch (bassRange) { case BassRange.Top: Debug.Log("Create territory top"); parameters.spawnedPosiion = new Vector3(transform.position.x, 0.0f - posOffset, transform.position.z); _territory_Height[1] = 0.0f - posOffset; Debug.Log("Create territory top" + _territory_Height[1]); _territory_Height[0] = (0.0f - posOffset) - terrytorySize; if (_territory_Height[0] < -(GameController.Instance.BottomDepth) + posOffset) { _territory_Height[0] = -GameController.Instance.BottomDepth + posOffset; } if (_territory_Height[1] < _territory_Height[0]) { _territory_Height[1] = _territory_Height[0] + 0.2f; } break; case BassRange.Mid: parameters.spawnedPosiion = new Vector3(transform.position.x, -Mathf.Abs(GameController.Instance.BottomDepth) / 2.0f, transform.position.z); _territory_Height[1] = parameters.spawnedPosiion.y + (terrytorySize / 2.0f); if (_territory_Height[1] > -posOffset) { _territory_Height[1] = 0.0f - posOffset; } _territory_Height[0] = parameters.spawnedPosiion.y - (terrytorySize / 2.0f); if (_territory_Height[0] < -(GameController.Instance.BottomDepth) + posOffset) { _territory_Height[0] = -GameController.Instance.BottomDepth + posOffset; } if (_territory_Height[1] < _territory_Height[0]) { _territory_Height[0] = 0.0f - posOffset; _territory_Height[1] = _territory_Height[0] + 0.2f; } break; case BassRange.Bottom: parameters.spawnedPosiion = new Vector3(transform.position.x, -GameController.Instance.BottomDepth + posOffset, transform.position.z); _territory_Height[1] = parameters.spawnedPosiion.y + terrytorySize; if (_territory_Height[1] > -posOffset) { _territory_Height[1] = 0.0f - posOffset; } _territory_Height[0] = parameters.spawnedPosiion.y; if (_territory_Height[1] < _territory_Height[0]) { _territory_Height[0] = 0.0f - posOffset; _territory_Height[1] = _territory_Height[0] + 0.2f; } break; } transform.position = new Vector3(transform.position.x, Random.Range(_territory_Height[0], _territory_Height[1]), transform.position.z); }