void Update() { player = sCharactersManager.characters[0].gameObject; agent = GetComponent<NavMeshAgent>(); if(!gameObject.GetComponent<Character>().isDead) { if(agent.isOnNavMesh) { agent.SetDestination(player.transform.position); if(Vector3.Distance(player.transform.position,transform.position) > 1.5f) { agent.Resume(); }else{ agent.Stop(); } } if(Vector3.Distance(player.transform.position,transform.position) < 5) { Vector3 lookPos = new Vector3(player.transform.position.x, gameObject.transform.position.y, player.transform.position.z); gameObject.transform.LookAt(lookPos); } }else{ agent.Stop(); } }
static public int Stop(IntPtr l) { try { int argc = LuaDLL.lua_gettop(l); if (argc == 1) { UnityEngine.NavMeshAgent self = (UnityEngine.NavMeshAgent)checkSelf(l); self.Stop(); return(0); } else if (argc == 2) { UnityEngine.NavMeshAgent self = (UnityEngine.NavMeshAgent)checkSelf(l); System.Boolean a1; checkType(l, 2, out a1); self.Stop(a1); return(0); } LuaDLL.luaL_error(l, "No matched override function to call"); return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int Stop(IntPtr l) { try { int argc = LuaDLL.lua_gettop(l); if (argc == 1) { UnityEngine.NavMeshAgent self = (UnityEngine.NavMeshAgent)checkSelf(l); self.Stop(); pushValue(l, true); return(1); } else if (argc == 2) { UnityEngine.NavMeshAgent self = (UnityEngine.NavMeshAgent)checkSelf(l); System.Boolean a1; checkType(l, 2, out a1); self.Stop(a1); pushValue(l, true); return(1); } pushValue(l, false); LuaDLL.lua_pushstring(l, "No matched override function to call"); return(2); } catch (Exception e) { return(error(l, e)); } }
protected override void StartVirtual() { base.StartVirtual (); m_Agent = GetComponent<NavMeshAgent>(); m_Agent.Stop (); m_Attack = GetComponent<AttackState>(); }
// Use this for initialization void Start() { DontDestroyOnLoad (this); startPos = transform.position; startRot = transform.rotation; anim = GetComponent<Animator> (); agent = GetComponent<NavMeshAgent> (); minDistance = agent.stoppingDistance; agent.Stop(); }
static public int Stop(IntPtr l) { try { UnityEngine.NavMeshAgent self = (UnityEngine.NavMeshAgent)checkSelf(l); self.Stop(); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int Stop(IntPtr l) { try { UnityEngine.NavMeshAgent self = (UnityEngine.NavMeshAgent)checkSelf(l); self.Stop(); return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
void Start() { agent = GetComponent<NavMeshAgent>(); agent.autoBraking = true; agent.autoRepath = true; agent.Stop(); target = agent.gameObject.transform.position; // First "target" should be its current position. agent.SetDestination(target); active = false; }
static int Stop(IntPtr L) { try { ToLua.CheckArgsCount(L, 1); UnityEngine.NavMeshAgent obj = (UnityEngine.NavMeshAgent)ToLua.CheckObject(L, 1, typeof(UnityEngine.NavMeshAgent)); obj.Stop(); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
// Use this for initialization void Start () { myTransform = transform; target = GameManager.instance.hero.transform; agent = GetComponent<NavMeshAgent> (); // Disparos if (!isSeeker) { shootsPool.Reset (); agent.Stop (); } else { // agent.updatePosition = true; agent.updateRotation = false; } life = gameObject.GetComponent<Life>(); life.registerOnDead(onDead); life.registerOnDamage(onDamage); }
void Attacking() { if (IsAttacking) { transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(Player.position - transform.position), ease * Time.deltaTime); //Shoot nav.Stop(); if (Time.time > nextFire && playerHealth.currentHealth > 0) { nextFire = Time.time + fireRate; Shoot = (Rigidbody)Instantiate(Bullet, SpawnPoint.position, SpawnPoint.rotation); Shoot.AddForce(SpawnPoint.forward * 5000); AudioSource.PlayClipAtPoint(shotClip, SpawnPoint.position); } } }
void OnTriggerStay (Collider objecto) { //si el ladron entro en el sphere collider if(objecto.gameObject.tag=="ladron") { //obtiene el componente animator del Ladron animator_ladron = objecto.GetComponent<Collider>().GetComponent<Animator>(); //obtiene el componente navmeshagent del ladron agente_ladron = objecto.GetComponent<Collider>().GetComponent<NavMeshAgent>(); // Create a vector from the enemy to the player and store the angle between it and forward. Vector3 direccion = objecto.transform.position - transform.position; float angulo = Vector3.Angle(direccion,transform.forward); // If the angle between forward and where the player is, is less than half the angle of view... if(angulo < angulo_de_vision * 0.5f) { distancia = Vector3.Distance(transform.position, objecto.GetComponent<Collider>().transform.position); agente.SetDestination(objecto.GetComponent<Collider>().transform.position); animator.SetBool("correr",true); if(distancia<=3 && atrapado == false){ contar_ladrones+=1; l_ladrones.text=contar_ladrones.ToString(); animator_ladron.SetBool("morir",true); objecto.gameObject.tag="muerto"; objecto.GetComponent<SphereCollider>().enabled=false; agente_ladron.Stop(); agente_ladron.speed = 0; } } } else{ animator.SetBool("correr",false); atrapado=false; } }
void Start() { GameManager.getInstance ().addGuardListener (this); anim = GetComponent<Animator> (); agent = GetComponent<NavMeshAgent>(); eyes = GetComponentInChildren<FOV2DEyes>(); visionCone = GetComponentInChildren<FOV2DVisionCone>(); currentState = State.IDLE; // Disabling auto-braking allows for continuous movement // between points (ie, the agent doesn't slow down as it // approaches a destination point). agent.autoBraking = false; agent.Stop (); // Set the agent to go to the currently selected destination. agent.destination = point.position; InvokeRepeating ("CheckVision", 0, 0.3f); }
public override void OnExit() { agent.Stop(); agent.SetDestination(owner.transform.position); }
public override void OnEnter () { agent = ownerDefault.GetComponent<UnityEngine.NavMeshAgent> (); agent.Stop (); Finish (); }
public override void OnEnter() { agent = ownerDefault.GetComponent <UnityEngine.NavMeshAgent> (); agent.Stop(); Finish(); }