コード例 #1
0
 private void Start()
 {
     alertBar = GetComponentInChildren <EnemyAlertBar>();
     alertBar.DisableAlertBar();
     pathing = GetComponent <EnemyPathing>();
     vision  = GetComponentInChildren <EnemyVision>();
 }
コード例 #2
0
    // Start is called before the first frame update
    void Start()
    {
        ciclePartSysRend.enabled = false;
        transform.position       = new Vector2(-4.45f, 8.91f);
        meteorSpawner            = FindObjectOfType <MeteorSpawnerScript>().gameObject;
        meteorSpawnerScript      = meteorSpawner.GetComponent <MeteorSpawnerScript>();
        meteorSpawnerScript.MakeSpawnRateFaster();

        isDying                    = false;
        mySpriteRenderer           = GetComponent <SpriteRenderer>();
        eyeChildSpriteRenderer     = eyechild.GetComponent <SpriteRenderer>();
        enemyScript                = GetComponent <Enemy>();
        thePlayer                  = FindObjectOfType <Player>().gameObject;
        playerscript               = thePlayer.GetComponent <Player>();
        bossPeanutMakerAudiosource = GetComponent <AudioSource>();
        myPathing                  = gameObject.GetComponent <EnemyPathing>();
        launchLaser                = false;

        //cache
        var chikenNuggets = new List <PeanutScript>();

        for (int i = 0; i < icePeanut.Count; i++)
        {
            chikenNuggets.Add(icePeanut[i].GetComponent <PeanutScript>());
        }
        icePeanutScript          = chikenNuggets;
        mySpriteRenderer.enabled = false;
        StartCoroutine(DelayEnableSpriteRenderer());
    }
コード例 #3
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ファイル: StatusFX.cs プロジェクト: Broijlcraft/Broken-Gears
 public virtual void SetAffected(Enemy enemy, float strength, float duration)
 {
     freezeStrength    = strength;
     durationInSeconds = duration;
     enemyAffected     = enemy;
     enemyPathing      = enemy.GetEnemyPathing();
     shouldFX          = true;
 }
コード例 #4
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ファイル: Enemy.cs プロジェクト: mailonggit/Defensive
 // Start is called before the first frame update
 void Start()
 {
     anim         = GetComponent <Animator>();
     path         = GetComponent <EnemyPathing>();
     IsActive     = true;
     startHealth  = health;
     initialSpeed = path.Speed;
     SlowTime     = 0;
 }
コード例 #5
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 private void OnTriggerEnter2D(Collider2D collision)
 {
     if (collision.tag == "Enemy")
     {
         EnemyPathing enemyPathing = collision.GetComponent <EnemyPathing>();
         Destroy(gameObject);
         Destroy(enemyPathing.gameObject);
     }
 }
コード例 #6
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    protected void Start()
    {
        SetRandomShootCounter();
        _player  = GameObject.FindGameObjectsWithTag("Player").Where(_ => _.name == "Player").FirstOrDefault();
        _sm      = GetComponent <EnemyFSM> ();
        _pathing = GetComponent <EnemyPathing> ();
        _flasher = GetComponent <Flasher> ();

        Max_Health = Health;
    }
 private IEnumerator SpawnAllEnemiesInWave(WaveConfig waveConfig)
 {
     for (int i = 0; i < waveConfig.NumberOfEnemies; i++)
     {
         GameObject   enemy   = Instantiate(waveConfig.EnemyPrefab, waveConfig.GetWaypoints().First().position, Quaternion.identity);
         EnemyPathing pathing = enemy.GetComponent <EnemyPathing>();
         pathing.SetWaveConfig(waveConfig);
         yield return(new WaitForSeconds(waveConfig.TimeBetweenSpawns));
     }
 }
コード例 #8
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    private void SpawnEnemy(WaveConfiguration waveConfiguration)
    {
        List <Transform> waypoints = waveConfiguration.GetWaypoints();

        GameObject   enemy           = Instantiate(waveConfiguration.GetEnemyPrefab(), waypoints[1].position, Quaternion.identity);
        EnemyPathing enemyController = enemy.GetComponent <EnemyPathing>();

        enemyController.SetWaypoints(waypoints);
        enemyController.SetMovementSpeed(waveConfiguration.GetMovementSpeed());
    }
コード例 #9
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        private static void SpawnEnemy(EnemyWaveConfig enemyWaveConfig, EnemyPathing enemyPathing)
        {
            var enemy = Instantiate(
                enemyWaveConfig.EnemyPrefab,
                enemyWaveConfig.GetWaypoints()[0].position,
                Quaternion.identity);
            var enemyComp = enemy.GetComponent <Enemy>();

            SetEnemyAttributes(enemyWaveConfig, enemyComp);
            enemyPathing.AddEnemy(enemy);
        }
コード例 #10
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 private IEnumerator SpawnAllEnemiesInWave(WaveConfig waveConfig)
 {
     // Itera numero de inimigos
     for (int enemyCount = 0; enemyCount < waveConfig.GetNumberOfEnemies(); enemyCount++)
     {
         // Instancia novo inimigo
         var          newEnemy     = Instantiate(waveConfig.GetEnemyPrefab(), waveConfig.GetWaypoints()[0].transform.position, Quaternion.identity);
         EnemyPathing enemyPathing = newEnemy.GetComponent <EnemyPathing>();
         enemyPathing.SetWaveConfig(waveConfig);
         yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns()));
     }
 }
コード例 #11
0
ファイル: EnemySpawner.cs プロジェクト: Jmartnz/LaserDefender
 private IEnumerator SpawnAllEnemiesInWave(WaveConfig waveConfig)
 {
     for (int i = 0; i < waveConfig.GetNumberOfEnemies(); i++)
     {
         var enemy = Instantiate(
             waveConfig.GetEnemyPrefab(),
             waveConfig.GetWaypoints()[0].transform.position,
             Quaternion.identity);
         EnemyPathing enemyPathing = enemy.GetComponent <EnemyPathing>();
         enemyPathing.SetWaypoints(waveConfig.GetWaypoints());
         enemyPathing.SetMoveSpeed(waveConfig.GetMoveSpeed());
         spawnedEnemiesCounter++;
         yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns()));
     }
 }
コード例 #12
0
ファイル: SwirlAttack.cs プロジェクト: VascoUP/Vakuo
    private IEnumerator Attack(int combo)
    {
        var     time = 0f;
        Vector3 pos;

        RaycastHit[] raycastHits;

        _isAttacking = true;
        _animator.SetBool("attack", true);

        yield return(null);

        while (time < _swirlTime)
        {
            time += Time.deltaTime;

            pos         = transform.position;
            raycastHits = Physics.SphereCastAll(transform.position, _attackRange, Vector3.forward, 0.1f, 1 << LayerMask.NameToLayer("Enemy"));
            foreach (var hit in raycastHits)
            {
                if (_enemiesHit.Contains(hit.transform.gameObject.GetInstanceID()))
                {
                    break;
                }

                Vector3 vec       = hit.transform.position;
                Vector3 direction = vec - _meshObject.transform.position;

                if (Vector3.Dot(direction, _meshObject.transform.right) > 0.7 ||
                    Vector3.Dot(direction, -_meshObject.transform.right) > 0.7)
                {
                    _events.onAttack();
                    EnemyPathing enemy = hit.transform.gameObject.GetComponent <EnemyPathing>();
                    if (enemy != null)
                    {
                        _enemiesHit.Add(hit.transform.gameObject.GetInstanceID());
                        enemy.DamagedByPlayer();
                    }
                }
            }

            yield return(null);
        }

        _enemiesHit.Clear();
        _animator.SetBool("attack", false);
        _isAttacking = false;
    }
コード例 #13
0
    private IEnumerator SpawnAllEnemiesInWave(WaveConfig waveConfig)
    {
        for (int enemyCount = 0; enemyCount < waveConfig.GetNumberOfEnemies(); enemyCount++)
        {
            GameObject enemyTemp = Instantiate(
                waveConfig.GetEnemyPrefab(),
                waveConfig.GetWaypoint()[0].transform.position,
                Quaternion.identity);
            EnemyPathing enemyPathing = enemyTemp.GetComponent <EnemyPathing>();
            enemyPathing.SetWaveConfig(waveConfig);

            // Cutre as f**k
            // Tiempo entre oleadas.
            yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawn()));
        }
    }
コード例 #14
0
ファイル: Enemy.cs プロジェクト: Broijlcraft/Broken-Gears
    private void Awake()
    {
        anim       = GetComponentInChildren <Animator>();
        colliders  = GetComponentsInChildren <Collider>();
        pathing    = GetComponent <EnemyPathing>();
        randomizer = GetComponent <MaterialRandomizerBase>();

        scrapPrefab = Instantiate(scrapPrefab, MobileUiManager.um_single.scrapCanvas.transform);
        scrap       = scrapPrefab.GetComponent <MobileUiScrap>();
        scrap.Init(Movement.m_Single.topdownCamera.transform);

        if (CheckForSpawner())
        {
            GameObject health = Instantiate(spawner.GetMobileUiHealtPrefab(), transform.position, Quaternion.identity);
            mobileUiHealth = health.GetComponent <MobileUiHealth>();
            mobileUiHealth.SetTarget(this);
            mobileUiHealth.transform.SetParent(MobileUiManager.um_single.mobileUiCanvas.transform);
            mobileUiHealth.gameObject.SetActive(false);
        }
        gameObject.SetActive(false);
    }
コード例 #15
0
    private void ProcessHit(DamageDealer damageDealer)
    {
        if (bossBrainy)
        {
            health -= (damageDealer.GetDamage() * 2);
        }
        else
        {
            if (invincibilityOn)
            {
                //Nodamage
            }
            else
            {
                health -= damageDealer.GetDamage();
            }
        }

        //damageDealer.Hit();
        if (health <= 0)
        {
            if (gameObject.tag == "Enemy")
            {
                Die();
            }
            else if (bossPeanutMaker)
            {
                bossPeanutScript.Start_BossPeanut_Death_Sequence();
                mypathing = GetComponent <EnemyPathing>();
                mypathing.Activate_Boss_Death_path();
            }
            else
            {
                FindObjectOfType <ParentEnemy>().OnHitDestroyParent();
                Die();
            }
        }
    }
コード例 #16
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 private void Fire()
 {
     pokemon = GetComponent <EnemyPathing>();
     if (pokemon.GetPokemonValue() == 1)
     {
         GameObject laser = Instantiate(firePrefab, new Vector3(transform.position.x, transform.position.y - 0.3f, transform.position.z), Quaternion.identity) as GameObject;
         laser.GetComponent <Rigidbody2D>().velocity = new Vector2(0, projectileSpeed);
     }
     if (pokemon.GetPokemonValue() == 2)
     {
         GameObject laser = Instantiate(waterPrefab, new Vector3(transform.position.x, transform.position.y - 0.3f, transform.position.z), Quaternion.identity) as GameObject;
         laser.GetComponent <Rigidbody2D>().velocity = new Vector2(0, projectileSpeed);
     }
     if (pokemon.GetPokemonValue() == 3)
     {
         GameObject laser = Instantiate(grassPrefab, new Vector3(transform.position.x, transform.position.y - 0.3f, transform.position.z), Quaternion.identity) as GameObject;
         laser.GetComponent <Rigidbody2D>().velocity = new Vector2(0, projectileSpeed);
     }
     if (pokemon.GetPokemonValue() == 4)
     {
         GameObject laser = Instantiate(psychicPrefab, new Vector3(transform.position.x, transform.position.y - 0.3f, transform.position.z), Quaternion.identity) as GameObject;
         laser.GetComponent <Rigidbody2D>().velocity = new Vector2(0, projectileSpeed);
     }
 }
コード例 #17
0
 void Start()
 {
     enemy = GetComponent<EnemyPathing>();
     enemySightSeal = GetComponent<EnemySight>();
     EquipGun(0);
 }
コード例 #18
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 // Use this for initialization
 void Start()
 {
     enemy = GetComponentInParent<EnemyPathing>();
     plyr = GameObject.FindGameObjectWithTag("Player");
     Debug.Log(enemy);
 }
コード例 #19
0
    public void doPathFinding()
    {
        Node firstNode = new Node(m_current, null, m_end, m_start);

        finalPath = new EnemyPathing();

        OpenList openedList = new OpenList();

        openedList.insertToOpenList(firstNode);

        ClosedList closedList = new ClosedList();
        SearchLvl  search_lvl = new SearchLvl();

        while (openedList.isEmpty() == false)
        {
            Node secondNodes = openedList.get0();

            Node secondNode = new Node(secondNodes.getPosition(), secondNodes.returnPrev(), m_end, m_start);


            openedList.remove0Fromlist();
            closedList.insertToClosedList(secondNode);
            if (Physics2D.OverlapBox(new Vector2(secondNode.getPosition().x, secondNode.getPosition().y), new Vector2(m_halfWidth / 2, m_halfWidth / 2), 0, targetMask))
            {
                results = secondNode;

                break;
            }


            List <Node.Position> adjacentPositions = search_lvl.getAdjacentNodes(secondNode.getPosition().x, secondNode.getPosition().y, tileWid);

            for (int i = 0; i < adjacentPositions.Count; i++)
            {
                if (closedList.isInClosedList(adjacentPositions[i]))
                {
                    continue;
                }

                int  inter        = openedList.findFromOpenList(secondNode.getPosition()); //returns -1 if there was no match, iterator cant be negative anyway
                Node previousNode = new Node(adjacentPositions[i], secondNode, m_end, m_start);
                if (inter != -1)
                {
                    //has been found in open list
                    if (openedList.returnAt(inter).getDistanceFromStart() > previousNode.getDistanceFromStart()) //the new distance is smaller
                    {
                        openedList.returnAt(inter).setPrev(secondNode);
                        //setting the previous node that is found at the index
                    }
                }

                else
                {
                    //lineDrawer(previousNode.getPosition().x, previousNode.getPosition().y);
                    //This method just creates a box, used for debugging purposes only!
                    openedList.insertToOpenList(previousNode);
                }
            }
        }
        if (results != null)
        {
            while (results != null)
            {
                if (results.returnPrev() == null)
                {
                    finalPath.insertToPath(results);
                    results      = null;
                    donePathFind = true;
                }
                else
                {
                    //Debug.DrawLine(new Vector2(results.getPosition().x, results.getPosition().y), new Vector2(results.returnPrev().getPosition().x, results.returnPrev().getPosition().y), Color.red, 1, false);
                    finalPath.insertToPath(results);
                    //draw a line to prev
                    results = results.returnPrev();
                }
            }
            finalPath.Reversed();
        }
        else
        {
            donePathFind = true;
            finalPath    = null;
            //NOT FOUND
        }
    }
コード例 #20
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 // Use this for initialization
 void Start()
 {
     enemy = GetComponentInParent <EnemyPathing>();
     plyr  = GameObject.FindGameObjectWithTag("Player");
     Debug.Log(enemy);
 }
コード例 #21
0
ファイル: EnemyAI.cs プロジェクト: Luxiere/LD45
 private void RandomPathing()
 {
     currentPathing = pathing[Random.Range(0, pathing.Length - 1)];
 }
コード例 #22
0
 void Start()
 {
     enemy          = GetComponent <EnemyPathing>();
     enemySightSeal = GetComponent <EnemySight>();
     EquipGun(0);
 }
コード例 #23
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 void Start()
 {
     pathing = gameObject.GetComponentInParent <EnemyPathing>();
     Player  = FindObjectOfType <PlayerController>();
 }
コード例 #24
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        private IEnumerator SpawnAllEnemiesInEnemyWave(EnemyWaveConfig enemyWaveConfig, EnemyPathing enemyPathing,
                                                       LevelWaveConfig currentLevelWave, bool last)
        {
            yield return(new WaitForSeconds(enemyWaveConfig.SpawnDelay));

            do
            {
                for (var i = 0; i < enemyWaveConfig.NumberOfEnemies; i++)
                {
                    SpawnEnemy(enemyWaveConfig, enemyPathing);
                    yield return(new WaitForSeconds(Random.Range(enemyWaveConfig.MinTimeBetweenSpawns,
                                                                 enemyWaveConfig.MaxTimeBetweenSpawns)));
                }
            } while (enemyWaveConfig.ContinuousSpawning &&
                     (currentLevelWave.WaveSpawning || FindObjectsOfType <Enemy>().Length > 0));

            if (last)
            {
                currentLevelWave.WaveSpawning = false;
            }
        }
コード例 #25
0
ファイル: EnemyMechanics.cs プロジェクト: Sekerali/Uni_Game2
    void Update()
    {
        enemyposition = transform.parent.position - new Vector3(0, 0.9f, 0);                   //get feet position for pathing
        transform.parent.GetChild(1).position    = transform.GetChild(0).GetChild(0).position; //place gun on hand
        transform.parent.GetChild(1).eulerAngles = transform.GetChild(0).eulerAngles;          //rotate gun
        if (!anim.IsPlaying("EnemyCrouch") && !anim.IsPlaying("EnemyDead"))
        {
            anim.Stop();
        }
        if (!gun.IsPlaying("GunFire"))
        {
            gun.Stop();
        }

        //health
        if (Health <= 0)
        {
            if (behaviour != -1)
            {
                anim.Play("EnemyDead");
                behaviour                = -1;
                nodetype                 = -1;
                node                     = -1;
                agent.destination        = transform.position;
                transform.parent.forward = transform.GetChild(0).forward;
                Destroy(transform.GetComponent <Rigidbody>());
                Destroy(transform.GetComponent <CapsuleCollider>());
            }
            return;
        }

        /*
         * behaviour = -1 -> dead
         * behaviour = 0 -> patrol (default)
         * behaviour = 1 -> look for last seen
         * behaviour = 2 -> patrol open areas
         * bahaviour = 3 -> alarmed, conditions can vary
         * behaviour = 4 -> standard combat
         * behaviour = 5 -> increased aggression while winning
         * behaviour = 6 -> increased defensive while losing
         * behaviour = 7 -> massive increase aggression while losing
         * behaviour = 8 -> massive increase defensive while losing
         * behaviour = 9 -> waiting - looking around while standing
         */

        //check player sighting
        playerseen = false;
        if (EnemyPathing.LookForPlayer(transform, player, Fov, ViewRange, VCloseRange, CloseRange) == true)
        {
            playerseen       = true;
            lastseenposition = player.position;
            lastseentype     = 1;
        }

        //gunfire
        if (playerseen == true)
        {
            if (shootcurr > 1f)
            {
                shootcurr = 0f;
                //transform.parent.forward = transform.GetChild(0).forward;
                //gun.Play("GunFire");
                AudioSource.PlayClipAtPoint(fire, transform.GetChild(0).GetChild(0).position);
                RaycastHit shot;
                if (Physics.Raycast(transform.GetChild(1).position, transform.GetChild(0).forward, out shot))
                {
                    if (shot.transform == player)
                    {
                        AudioSource.PlayClipAtPoint(playerhurt, player.position);
                        Fear -= 5;
                        string a = PlayerHealth.text.Substring(7);
                        PlayerHealth.text = PlayerHealth.text.Substring(0, 8) + (int.Parse(PlayerHealth.text.Substring(7)) - 5).ToString();
                    }
                }
            }
            else
            {
                shootcurr += Time.deltaTime;
            }
        }

        //update lastseen
        if (((behaviour > 3) || (behaviour == 1)) && (behaviour != 9))
        {
            while (lastseentype < 3)
            {
                if (EnemyPathing.PredictPlayer(player, lastseenposition, lastseentype) == true)
                {
                    playerseen = true;
                    break;
                }
                else
                {
                    lastseenposition = player.position;
                    lastseentype++;
                }
            }
        }

        //check nearby enemies
        for (int i = 0; i < enemies.childCount; i++)
        {
            if (!ignoreai.Contains(i))                                           //dont check itself or already seen dead
            {
                Vector3 dir = enemies.GetChild(i).position - transform.position; //nearby parameters
                if (((Vector3.Distance(transform.position, enemies.GetChild(i).position) < ViewRange) && (Vector3.Angle(transform.forward, dir) < Fov)) || (Vector3.Distance(transform.position, enemies.GetChild(i).position) < CloseRange))
                {
                    RaycastHit hit;
                    if (Physics.Linecast(transform.position, enemies.GetChild(i).position, out hit, (1 << 0) | (1 << 12)))
                    {
                        if (hit.collider.name == "Body")
                        {
                            Debug.DrawLine(transform.position, enemies.GetChild(i).position, Color.magenta, 0.1f);

                            //get nearby ai variables
                            int     nbehaviour         = hit.transform.GetComponent <EnemyMechanics>().behaviour;
                            int     nnodetype          = hit.transform.GetComponent <EnemyMechanics>().nodetype;
                            int     nnode              = hit.transform.GetComponent <EnemyMechanics>().node;
                            float   ncurrtime          = hit.transform.GetComponent <EnemyMechanics>().currtime;
                            float   nwaittime          = hit.transform.GetComponent <EnemyMechanics>().waittime;
                            bool    ncover             = hit.transform.GetComponent <EnemyMechanics>().cover;
                            bool    ncoverout          = hit.transform.GetComponent <EnemyMechanics>().coverout;
                            bool    nignorenearbycover = hit.transform.GetComponent <EnemyMechanics>().ignorenearbycover;
                            Vector3 nlastseenposition  = hit.transform.GetComponent <EnemyMechanics>().lastseenposition;
                            Vector3 nmovetoposition    = hit.transform.GetComponent <EnemyMechanics>().movetoposition;

                            //fix wait behaviour
                            int tempb = behaviour;
                            if (behaviour == 9)
                            {
                                tempb = prevb;
                            }
                            if (nbehaviour == 9)
                            {
                                nbehaviour = hit.transform.GetComponent <EnemyMechanics>().prevb;
                            }

                            if ((tempb == 0) && (nbehaviour != 0)) //check if nearby alarmed or dead when patrolling
                            {
                                if (nbehaviour == -1)
                                {
                                    lastseenposition = hit.transform.position;
                                    behaviour        = 2;
                                    ignoreai.Add(i);
                                    Wait(15, 180);
                                }
                                else if (tempb > 3)
                                {
                                    behaviour      = 3;
                                    movetoposition = nlastseenposition;
                                }
                                else
                                {
                                    behaviour      = 3;
                                    movetoposition = nmovetoposition;
                                }
                            }
                            else if (nbehaviour == -1) //if nearby dead while alarmed, add to ignore list
                            {
                                ignoreai.Add(i);
                            }
                            else if ((tempb < 3) && (nbehaviour > 2))   //check if nearby alarmed knows player position
                            {
                                behaviour      = 3;
                                movetoposition = nlastseenposition;
                            }
                            else if ((nnodetype == nodetype) && (nnode == node) && (node != -1)) //dont move to same node
                            {
                                Vector3 dest = EnemyPathing.GetNodePosition(nodetype, node);
                                if (EnemyPathing.Distance(hit.transform.position, dest) < EnemyPathing.Distance(transform.position, dest))
                                {
                                    blacklistnode.Add(node);
                                    node     = -1;
                                    nodetype = -1;
                                }
                            }
                            else if ((ignorenearbycover == false) && (nignorenearbycover == false) && (cover == true) && (ncover == true))  //in and out of cover same time
                            {
                                if ((coverout == true) && (ncoverout == false))
                                {
                                    currtime = waittime;
                                }
                                else if (waittime > nwaittime)
                                {
                                    waittime = nwaittime;
                                    currtime = ncurrtime;
                                }
                            }

                            //update fear
                            Fear      = EnemyPathing.UpdateFear(i, teamhp[i], hit.transform.GetComponent <EnemyMechanics>().Health, Fear);
                            teamhp[i] = hit.transform.GetComponent <EnemyMechanics>().Health;
                        }
                    }
                }
            }
        }

        if ((playerseen == true) && (behaviour == 4))
        {
            if (Fear >= 30)
            {
                if (Random.Range(1, 4) == 1)
                {
                    behaviour = 7;
                }
                else
                {
                    behaviour = 8;
                }
            }
            else if (Fear >= 15)
            {
                behaviour = 6;
            }
            else if (Fear <= -20)
            {
                behaviour = 5;
            }
        }

        //behaviours
        if (behaviour == 0)
        {
            agent.stoppingDistance = 2f;

            if (blacklistnode.Count == EnemyPathing.PNode.Count)
            {
                blacklistnode.Clear();
            }

            if (playerseen == true)
            {
                behaviour = 4;
            }
            else if (node == -1)
            {
                nodetype       = 0;
                node           = EnemyPathing.StandardPathing(blacklistnode);
                movetoposition = EnemyPathing.PNode[node];
            }
            else if (Vector3.Distance(enemyposition, movetoposition) < agent.stoppingDistance)
            {
                blacklistnode.Clear();
                node           = EnemyPathing.StandardPathing(blacklistnode);
                movetoposition = EnemyPathing.PNode[node];
                Wait(45, 120);
            }
        }
        else if (behaviour == 1)
        {
            nodetype = -1;
            node     = -1;
            agent.stoppingDistance = 4f;
            movetoposition         = lastseenposition;

            if (playerseen == true)
            {
                behaviour = 4;
            }
            else if (Vector3.Distance(enemyposition, movetoposition) < agent.stoppingDistance)
            {
                behaviour = 2;
                Wait(5, 180);
            }
        }
        else if (behaviour == 2)
        {
            nodetype = -1;
            agent.stoppingDistance = 6f;
            if (playerseen == true)
            {
                behaviour = 4;
            }
            else if (Vector3.Distance(enemyposition, movetoposition) < agent.stoppingDistance)
            {
                if (searchcount < 4)
                {
                    if (searchcount == 1)
                    {
                        points = EnemyPathing.SearchPlayerPathing(lastseenposition);
                    }
                    movetoposition = EnemyPathing.INode[points[searchcount - 1]];
                    Wait(8, 360);
                    searchcount++;
                }
                else
                {
                    behaviour = 0;
                    node      = -1;
                    nodetype  = 0;
                    Wait(8, 120);
                }
            }
        }
        else if (behaviour == 3)
        {
            node     = -1;
            nodetype = -1;
            agent.stoppingDistance = 6f;
            if (playerseen == true)
            {
                behaviour = 4;
            }
            else if (Vector3.Distance(enemyposition, movetoposition) < agent.stoppingDistance)
            {
                Wait(10, 120);
                behaviour = 2;
            }
        }
        else if (behaviour == 4)
        {
            agent.stoppingDistance = 0.5f;
            Cover();
        }
        else if (behaviour == 5)
        {
            agent.stoppingDistance = 0.5f;
            ignorenearbycover      = true;
            Cover();
        }
        else if (behaviour == 6)
        {
            agent.stoppingDistance = 0.5f;
            ignorenearbycover      = true;
            Cover();
        }
        else if (behaviour == 7)
        {
            agent.stoppingDistance = 5f;
            node           = -1;
            nodetype       = -1;
            movetoposition = lastseenposition;
            if (playerseen == false)
            {
                behaviour = 2;
            }
        }
        else if (behaviour == 8)
        {
            agent.stoppingDistance = 0.5f;
            node           = -1;
            nodetype       = -1;
            movetoposition = (lastseenposition - enemyposition) * -3f;
            if (playerseen == false)
            {
                behaviour = 1;
            }
        }
        else if (behaviour == 9)
        {
            if (playerseen == true)
            {
                behaviour = 4;
                currtime  = 0;
            }
            else if (currtime < waittime)
            {
                dir       = EnemyPathing.Waiting(transform, TurnAngle, TurnSpeed * 5, dir, odir);
                forward   = true;
                currtime += Time.deltaTime;
            }
            else
            {
                behaviour = prevb;
                currtime  = 0;
            }
        }

        if ((behaviour < 4) || (behaviour > 6))
        {
            cover = false;
        }

        if (behaviour != 9)
        {
            EnemyPathing.LookPosition(transform, behaviour, lastseenposition, movetoposition, agent, cover, coverout, node, nodetype, out lookatposition, out forward);
            EnemyPathing.RotateEnemy(transform, lookatposition, TurnSpeed, forward);
            agent.SetDestination(movetoposition);
        }
    }
コード例 #26
0
ファイル: EnemyMechanics.cs プロジェクト: Sekerali/Uni_Game2
    void Cover()
    {
        if (nodetype == -1)
        {
            EnemyPathing.TakeCover(player, transform, lastseenposition, blacklistnode, ViewRange, out nodetype, out node);
        }

        if (Vector3.Distance(enemyposition, movetoposition) < agent.stoppingDistance)
        {
            if ((waittime == -1) && (nodetype == 1))
            {
                Crouching(true);
            }

            if (currtime == 0)
            {
                float scale = 1f;
                if (behaviour == 4)
                {
                    scale = 1f;
                }
                else if (behaviour == 5)
                {
                    if (coverout == true)
                    {
                        scale = 2f;
                    }
                    else
                    {
                        scale = 0.5f;
                    }
                }
                else if (behaviour == 6)
                {
                    if (coverout == true)
                    {
                        scale = 0.5f;
                    }
                    else
                    {
                        scale = 2f;
                    }
                }
                waittime = Random.Range(4, 8) * scale;
            }
            cover = true;
            blacklistnode.Clear();
        }

        if (cover == true)
        {
            if (playerseen == true)
            {
                if (EnemyPathing.CoverOK(player, node, nodetype) == false)
                {
                    if (nodetype == 1)
                    {
                        Crouching(false);
                    }
                    EnemyPathing.TakeCover(player, transform, lastseenposition, blacklistnode, ViewRange, out nodetype, out node);
                    if (nodetype == 1)
                    {
                        movetoposition = EnemyPathing.CNode[node];
                    }
                    else if (nodetype == 2)
                    {
                        movetoposition = EnemyPathing.WNode[node];
                    }
                    else
                    {
                        agent.stoppingDistance = 5f;
                        movetoposition         = lastseenposition;
                    }
                    waittime        = -1f;
                    currtime        = 0f;
                    cover           = false;
                    coverplayerseen = false;
                    coverout        = false;
                }
                else
                {
                    coverplayerseen = true;
                }
            }

            if (currtime < waittime)
            {
                currtime += Time.deltaTime;
            }
            else if (waittime != -1)
            {
                currtime = 0;
                if (coverout == true)
                {
                    if (coverplayerseen == false)
                    {
                        if (nodetype == 1)
                        {
                            Crouching(false);
                        }
                        node     = -1;
                        nodetype = -1;

                        if (behaviour == 4)
                        {
                            behaviour = 1;
                            Wait(5, 60);
                        }
                        else if (behaviour == 5)
                        {
                            behaviour = 1;
                        }
                        else if (behaviour == 6)
                        {
                            behaviour = 1;
                            Wait(10, 60);
                        }
                    }
                    else
                    {
                        coverout = false;
                        if (nodetype == 1)
                        {
                            Crouching(true);
                        }
                        else
                        {
                            movetoposition = EnemyPathing.WallNode.GetChild(node).position;
                        }
                    }
                }
                else
                {
                    if (behaviour == 4)
                    {
                        ignorenearbycover = false;
                    }
                    coverplayerseen = false;
                    coverout        = true;
                    if (nodetype == 1)
                    {
                        Crouching(false);
                    }
                    else
                    {
                        movetoposition = EnemyPathing.WallNode.GetChild(node).GetChild(1).position;
                    }
                }
            }
        }
        else
        {
            if (updatetime < 0.3f)
            {
                updatetime += Time.deltaTime;
            }
            else
            {
                updatetime = 0f;
                EnemyPathing.TakeCover(player, transform, lastseenposition, blacklistnode, ViewRange, out nodetype, out node);
                if (nodetype == 1)
                {
                    movetoposition = EnemyPathing.CNode[node];
                }
                else if (nodetype == 2)
                {
                    movetoposition = EnemyPathing.WNode[node];
                }
                else
                {
                    agent.stoppingDistance = 5f;
                    movetoposition         = lastseenposition;
                }
            }
        }
    }