public void RemoveIA(anAI myAI) { if (LivingAI.Contains(myAI)) { LivingAI.Remove(myAI); } }
public void Declaration(anAI ToFollow) { canvasManager = CanvasManager.Instance; transform.parent = canvasManager.accrocheAIstate; FondInterrogation.gameObject.SetActive(false); InterrogationAmount.fillAmount = 0; InterrogationAmount.gameObject.SetActive(false); Pursuit.gameObject.SetActive(false); myFighter = ToFollow; GetComponent<aFollowingUI>().theRenderer = ToFollow.GetComponent<Renderer>(); }
private void OnSceneGUI() { anAI myAI = (anAI)target; Handles.color = Color.white; Handles.DrawWireArc(myAI.transform.position, Vector3.up, Vector3.forward, 360, myAI.ViewRadius); Vector3 ViewAngleA = myAI.DirFromAngle(-myAI.ViewAngle / 2, false); Vector3 ViewAngleB = myAI.DirFromAngle(myAI.ViewAngle / 2, false); Handles.DrawLine(myAI.transform.position, myAI.transform.position + ViewAngleA * myAI.ViewRadius); Handles.DrawLine(myAI.transform.position, myAI.transform.position + ViewAngleB * myAI.ViewRadius); Handles.color = Color.red; }
public override void OnInspectorGUI() { DrawDefaultInspector(); anAI myAI = (anAI)target; if (GUILayout.Button("Changer l'ennemi de classe")) { myAI.ChangeClass(); } EditorGUILayout.Space(); if (GUILayout.Button("Ajouter la position actuelle à la patrouille")) { myAI.AddPatrolPoint(); } if (GUILayout.Button("Ajouter la position actuelle à la patrouille secondaire")) { myAI.AddSecondaryPatrolPoint(); } if (GUILayout.Button("Supprimer la patrouille")) { myAI.ResetPath(); } EditorGUILayout.Space(); if (GUILayout.Button("Ajouter la rotation actuelles au balayage de garde")) { myAI.AddRotationPoint(); } if (GUILayout.Button("Supprimer le balayage de garde")) { myAI.ResetRotations(); } EditorGUILayout.Space(); EditorGUILayout.Space(); if (GUILayout.Button("Aller à la position de base")) { myAI.ResetPositionToFirstPatrolPoint(); } }