public StartRunningAway(EnemyBehaviour enemyBehaviour, NavMeshAgent agent, ProximityDetector proximityDetector, float distanceToRun) { this.enemyBehaviour = enemyBehaviour; this.proximityDetector = proximityDetector; this.distanceToRun = distanceToRun; }
// Use this for initialization void Awake() { PS = gameObject.GetComponent <ParticleSystem>(); hearing = GameObject.Find("Monster").GetComponent <ProximityDetector>(); fov = GameObject.Find("Monster").GetComponent <FieldOfView>(); status = GameObject.Find("Monster").GetComponent <Movement>(); }
void OnPlayerDisconnected(BasePlayer player) { ProximityDetector proximityDetector = player.gameObject.GetComponent <ProximityDetector>(); proximityDetector.disableProximityCheck(); //Puts(player.displayName + " is no longer watched!"); }
public RunAwayFromTransform(IBehaviourWithRange behaviour, NavMeshAgent agent, ProximityDetector proximityDetector, EnemyBehaviour.MoveState moveState) : base((EnemyBehaviour)behaviour, agent, moveState) { this.proximityDetector = proximityDetector; this.rangeBehaviour = behaviour; }
private void OnEnable() { if (!target) { return; } prox = (ProximityDetector)target; }
// Use this for initialization void Start() { detector = GetComponent <ProximityDetector> (); GameObject[] enemies; enemies = GameObject.FindGameObjectsWithTag("Enemies"); detector.TargetObjects = enemies; }
public static ProximityDetectorComponent makeSphereDetector(PhysicsEngine physicsEngine, PhysicsComponent parentPhysicsComponent, double radius, IComponent calledComponent) { SpatialVectorDouble position = new SpatialVectorDouble(new double[] { 0, 0, 0 }); // set it to null because we don't know the position of the entity to which the detector is located ProximityDetector detector = ProximityDetector.makeSphere(position, radius, false); // ProximityDetectorComponent must be created before adding it to the physics engine, else we miss the initial enter events ProximityDetectorComponent createdProximityDetectorComponent = new ProximityDetectorComponent(detector, calledComponent); createdProximityDetectorComponent.physicsComponentBlacklist.Add(parentPhysicsComponent); // add it to the blacklist to filter out useless proximity detection events physicsEngine.addProximityDetector(detector); return createdProximityDetectorComponent; }
void Awake() { proximityDetector = transform.GetComponent <ProximityDetector>(); fov = transform.GetComponent <FieldOfView>(); status = transform.GetComponent <Health>(); frustration = transform.GetComponent <FrustrationComponent>(); playerGun = GameObject.Find("GunControls").GetComponent <GunControls>(); previousPosition = transform.position; previousRotation = transform.eulerAngles.z; }
protected override void Awake() { base.Awake(); player = GameObject.FindWithTag("Player").transform; rescueAttack = GetComponent <RescueUnicorn>(); // Proximity Detector Setup playerProximity = GetComponent <ProximityDetector>(); playerProximity.DetectionRadius = minRangeToPlayer; playerProximity.ThingToCheck = player; }
void Awake() { agent = GameObject.Find("Monster"); fov = agent.GetComponent <FieldOfView>(); hearing = agent.GetComponent <ProximityDetector>(); movement = agent.GetComponent <Movement>(); status = agent.GetComponent <Health>(); viewSectorArea = (fov.viewAngle / 360) * Mathf.PI * Mathf.Pow(fov.viewRadius, 2f); Debug.Log(viewSectorArea); reportGenerator = GameObject.Find("ReportGenerator").GetComponent <ReportGenerator>(); speed = movement.speed; coreRotationSpeed = movement.coreRotationSpeed; }
protected override void Awake() { base.Awake(); player = GameObject.FindWithTag("Player").transform; chargingAttack = GetComponent <ChargingAttack>(); // Proximity Detector Setup playerProximity = GetComponent <ProximityDetector>(); playerProximity.DetectionRadius = chargePlayerRadius; playerProximity.ThingToCheck = player; // ChargingAttack Setup chargingAttack = GetComponent <ChargingAttack>(); }
protected override void Awake() { base.Awake(); // Proximity Detector Setup playerProximity = GetComponent <ProximityDetector>(); playerProximity.DetectionRadius = EvadePlayerRadius; if (!playerProximity.ThingToCheck) { var playerObject = GameObject.FindWithTag("Player"); if (playerObject) { playerProximity.ThingToCheck = playerObject.transform; } else { Debug.LogWarning( $"{gameObject.name} Can't find a GameObject with the Player tag set. Did you set up a player?"); } } }
public void EventProcessorReturnsNoEventsForOutsideDistanceThreshold() { List <MemberLocation> wideTeam = new List <MemberLocation>(); wideTeam.Add(new MemberLocation() { MemberID = Guid.NewGuid(), Location = GpsUtilityTest.NewYorkCity }); wideTeam.Add(new MemberLocation() { MemberID = Guid.NewGuid(), Location = GpsUtilityTest.LosAngeles }); ProximityDetector detector = new ProximityDetector(); MemberLocationRecordedEvent memberEvent = new MemberLocationRecordedEvent() { Origin = "test harness", Latitude = GpsUtilityTest.KansasCity.Latitude, Longitude = GpsUtilityTest.KansasCity.Longitude, MemberID = Guid.NewGuid(), RecordedTime = DateTime.UtcNow.Ticks, ReportID = Guid.NewGuid(), TeamID = Guid.NewGuid() }; var detections = new List <ProximityDetectedEvent>( detector.DetectProximityEvents(memberEvent, wideTeam, 50.0) ); // 50km range Assert.Equal(0, detections.Count); // Cast a wider net, should proximity detect with both LA and NYC. var ultraWideDetections = new List <ProximityDetectedEvent>( detector.DetectProximityEvents(memberEvent, wideTeam, Int32.MaxValue) ); Assert.Equal(2, ultraWideDetections.Count); }
public void ProximityDetectorReturnsNoEventsForEmptyTeam() { List <MemberLocation> noLocations = new List <MemberLocation>(); ProximityDetector detector = new ProximityDetector(); MemberLocationRecordedEvent memberLocationEvent = new MemberLocationRecordedEvent() { Origin = "Test harness", Latitude = GpsUtilityTest.LosAngeles.Latitude + 0.001, Longitude = GpsUtilityTest.LosAngeles.Longitude - 0.001, MemberID = Guid.NewGuid(), RecordedTime = DateTime.UtcNow.Ticks, ReportID = Guid.NewGuid(), TeamID = Guid.NewGuid() }; var detections = new List <ProximityDetectedEvent>( detector.DetectProximityEvents(memberLocationEvent, noLocations, 50.0)); // 50km Assert.Equal(0, detections.Count); }
public void ProximityDetectorDetectsTeamMemberProximities() { List <MemberLocation> laMetro = new List <MemberLocation>(); laMetro.Add(new MemberLocation() { MemberID = Guid.NewGuid(), Location = GpsUtilityTest.LosAngeles }); laMetro.Add(new MemberLocation() { MemberID = Guid.NewGuid(), Location = GpsUtilityTest.BeverlyHills }); ProximityDetector detector = new ProximityDetector(); MemberLocationRecordedEvent memberLocationEvent = new MemberLocationRecordedEvent() { Origin = "Test harness", Latitude = GpsUtilityTest.LosAngeles.Latitude + 0.001, Longitude = GpsUtilityTest.LosAngeles.Longitude - 0.001, MemberID = Guid.NewGuid(), RecordedTime = DateTime.UtcNow.Ticks, ReportID = Guid.NewGuid(), TeamID = Guid.NewGuid() }; var detections = new List <ProximityDetectedEvent>( detector.DetectProximityEvents(memberLocationEvent, laMetro, 50.0)); // 50km range Assert.True(detections.Count == 2); Assert.True(detections[0].MemberDistance < 50.0); Assert.True(detections[1].MemberDistance < 50.0); }
void SetUpDetectors() { _Left = UnityHelper.CreateGameObjectAsChild("Pinch Detector", transform).gameObject.AddComponent <PinchDetector>(); _Right = UnityHelper.CreateGameObjectAsChild("Pinch Detector", transform).gameObject.AddComponent <PinchDetector>(); _Proximity = VR.Mode.LeftHand.PinchPoint.gameObject.AddComponent <ProximityDetector>(); _Proximity.TargetObjects = new GameObject[] { VR.Mode.RightHand.PinchPoint.gameObject }; _Proximity.OnDistance = 0.1f; _Proximity.OffDistance = 0.11f; _Detector = gameObject.AddComponent <DetectorLogicGate>(); _StartDetector = gameObject.AddComponent <DetectorLogicGate>(); _Left._handModel = VR.Mode.LeftHand; _Right._handModel = VR.Mode.RightHand; _StartDetector.AddDetector(_Left); _StartDetector.AddDetector(_Right); _StartDetector.AddDetector(_Proximity); _Detector.AddDetector(_Left); _Detector.AddDetector(_Right); _StartDetector.OnActivate.AddListener(OnStartPinch); _Detector.OnDeactivate.AddListener(OnStopPinch); }
void Start() { _proxDetector = GetComponent<ProximityDetector> (); _switchTrigger = GetComponent<Trigger> (); }
public MaintainRangeFromTransform(IBehaviourWithRange behaviour, Transform player, ProximityDetector playerProximity) { this.behaviour = (EnemyBehaviour)behaviour; this.player = player; this.minRange = behaviour.GetMinRange(); this.maxRange = behaviour.GetMaxRange(); playerProximity.DetectionRadius = minRange; }
// Use this for initialization void Start() { proxDet = ProximityDetector.GetComponent <ProximityDetector>(); hasCryed = proxDet.hasCryed; parent = transform.parent.gameObject; }
// Use this for initialization void Start() { proxDet = ProximityDetector.GetComponent<ProximityDetector>(); hasCryed = proxDet.hasCryed; parent = transform.parent.gameObject; }
// \param detector the proximity detector of the physics engine // \param calledComponent component which is informed of the events private ProximityDetectorComponent(ProximityDetector detector, IComponent calledComponent) { this.detector = detector; this.calledComponent = calledComponent; detector.objectHandlers.Add(this.objectHandler); }
// Use this for initialization void Start() { _proximityDetector = GetComponent <ProximityDetector>(); _pinchDetector = GetComponent <PinchDetector>(); }
void Start() { _detector = GetComponent<ProximityDetector> (); }