// Use this for initialization void Start () { GameObject playa = GameObject.FindGameObjectWithTag ("Player"); pl = playa.GetComponent<Player>(); anim = GetComponent<Animator>(); doorObstacle = GetComponent<NavMeshObstacle>(); col = GetComponent<BoxCollider>(); }
protected override void Start() { numInteractuablesEnTransito = 0; //Carga los datos del directorio predeterminado o del de guardado si hay datos guardados if (System.IO.File.Exists(Manager.rutaInterDatosGuardados + ID.ToString() + ".xml")) { datos = ObjetoDatos.LoadInterDatos(Manager.rutaInterDatosGuardados + ID.ToString() + ".xml"); } else { datos = ObjetoDatos.LoadInterDatos(Manager.rutaInterDatos + ID.ToString() + ".xml"); } //Ejecuta el metodo del padre base.Start(); obstacle = GetComponent<NavMeshObstacle>(); //Establece el nombre del interactuable SetNombre(datos.DevuelveNombreActual()); if(datos.DevuelveIDTransporte() != -1) CrearTransporte(datos.DevuelveIDTransporte()); }
// Update is called once per frame void Update() { RaycastHit hit; if (Input.GetMouseButtonDown (0)) { Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition); if (Physics.Raycast (ray, out hit, 300.0F)&& hit.transform.CompareTag ("obstacle")) { obs = hit.collider.gameObject.GetComponent<NavMeshObstacle> (); print (obs); } } print (obs); if (obs != null) { float amtToMoveX = Input.GetAxisRaw("Vertical") * PlayerSpeed * Time.deltaTime; obs.transform.Translate(Vector3.right * amtToMoveX); float amtToMoveZ = Input.GetAxisRaw("Horizontal") * PlayerSpeed * Time.deltaTime; obs.transform.Translate(Vector3.forward * -amtToMoveZ); } }
void Awake() { agent = GetComponent<NavMeshAgent>(); obstacle = GetComponent<NavMeshObstacle>(); m_Animation = GetComponentInChildren<Animation>(); enemyAttack = GetComponent<EnemyAttack>(); stats = GetComponent<UnitStats>(); m_AudioSource = GetComponent<AudioSource>(); baseAttackSpeedCache = timeBetweenAttacks; switch (unitType) { case EnemyTypes.Minion: selectedAction = "Punch"; break; case EnemyTypes.Brute: selectedAction = "Slam"; break; case EnemyTypes.Evoker: selectedAction = "Shoot"; break; case EnemyTypes.Bob: selectedAction = "Explode"; break; default: break; } }
void Start() { if (_bull != null) { _Charge = _bull.GetComponent<BullBehaviour> (); } _MeshObstakels = GetComponent<NavMeshObstacle> (); }
static public int constructor(IntPtr l) { UnityEngine.NavMeshObstacle o; o = new UnityEngine.NavMeshObstacle(); pushObject(l, o); return(1); }
void Start () { waypoints = GameObject.Find("Hound waypoints"); agent = proxy.GetComponent<NavMeshAgent>(); obstacle = proxy.GetComponent<NavMeshObstacle>(); anim = model.GetComponent<Animator>(); target = waypoints.transform.GetChild(2); }
static public int set_velocity(IntPtr l) { UnityEngine.NavMeshObstacle o = (UnityEngine.NavMeshObstacle)checkSelf(l); UnityEngine.Vector3 v; checkType(l, 2, out v); o.velocity = v; return(0); }
// Use this for initialization void Start() { _navMeshObstacle = GetComponent<NavMeshObstacle>(); _navMeshObstacle.enabled = false; var anim = GetComponent<Animation>(); anim["Up Down"].wrapMode = WrapMode.Once; anim.Play("Up Down"); }
// Use this for initialization void Start() { startPos = new Vector3 (startX, startY, startZ); endPos = new Vector3 (endX, endY, endZ); transform.position = startPos; travelState = 0; nav = GetComponent<NavMeshObstacle> (); }
static public int set_carvingMoveThreshold(IntPtr l) { UnityEngine.NavMeshObstacle o = (UnityEngine.NavMeshObstacle)checkSelf(l); float v; checkType(l, 2, out v); o.carvingMoveThreshold = v; return(0); }
static public int set_radius(IntPtr l) { UnityEngine.NavMeshObstacle o = (UnityEngine.NavMeshObstacle)checkSelf(l); float v; checkType(l, 2, out v); o.radius = v; return(0); }
static public int set_carving(IntPtr l) { UnityEngine.NavMeshObstacle o = (UnityEngine.NavMeshObstacle)checkSelf(l); bool v; checkType(l, 2, out v); o.carving = v; return(0); }
private void _getObstacle() { GameObject go = Fsm.GetOwnerDefaultTarget(gameObject); if (go == null) { return; } _obstacle = go.GetComponent<NavMeshObstacle>(); }
public virtual void Start() { agent = GetComponent<NavMeshAgent>(); obstacle = GetComponent<NavMeshObstacle>(); obstacle.enabled = false; animator = GetComponent<Animator>(); aggroRadius = GetComponentInChildren<AggroRadius>(); InitStat(); InitEventMessenger(); }
void Awake() { player = GameObject.Find("Player"); playerHealth = player.GetComponent <PlayerHealth>(); enemyHealth = GetComponent <EnemyHealth>(); nav = GetComponent <NavMeshAgent>(); obstacle = GetComponent<NavMeshObstacle>(); navEnabled = true; animator = GetComponent<Animator>(); characterController = GetComponent<CharacterController>(); }
static public int get_velocity(IntPtr l) { try { UnityEngine.NavMeshObstacle self = (UnityEngine.NavMeshObstacle)checkSelf(l); pushValue(l, true); pushValue(l, self.velocity); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int get_shape(IntPtr l) { try { UnityEngine.NavMeshObstacle self = (UnityEngine.NavMeshObstacle)checkSelf(l); pushEnum(l, (int)self.shape); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int get_shape(IntPtr l) { try { UnityEngine.NavMeshObstacle self = (UnityEngine.NavMeshObstacle)checkSelf(l); pushValue(l, true); pushEnum(l, (int)self.shape); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { try { UnityEngine.NavMeshObstacle o; o=new UnityEngine.NavMeshObstacle(); pushValue(l,true); pushValue(l,o); return 2; } catch(Exception e) { return error(l,e); } }
// Use this for initialization void Start() { agent = GetComponent<NavMeshAgent> (); obstacle = GetComponent<NavMeshObstacle> (); AgentToObstacle (); mat = GetComponent<Renderer>().material; mat.SetColor("_Color", Color.magenta); //agent.SetDestination(new Vector3(20, 1, 20)); }
static public int get_carvingMoveThreshold(IntPtr l) { try { UnityEngine.NavMeshObstacle self = (UnityEngine.NavMeshObstacle)checkSelf(l); pushValue(l, true); pushValue(l, self.carvingMoveThreshold); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int get_velocity(IntPtr l) { try { UnityEngine.NavMeshObstacle self = (UnityEngine.NavMeshObstacle)checkSelf(l); pushValue(l, self.velocity); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int constructor(IntPtr l) { try { UnityEngine.NavMeshObstacle o; o = new UnityEngine.NavMeshObstacle(); pushValue(l, o); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int constructor(IntPtr l) { try { UnityEngine.NavMeshObstacle o; o = new UnityEngine.NavMeshObstacle(); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { LuaDLL.lua_remove(l, 1); UnityEngine.NavMeshObstacle o; if (matchType(l, 1)) { o = new UnityEngine.NavMeshObstacle(); pushObject(l, o); return(1); } LuaDLL.luaL_error(l, "New object failed."); return(0); }
public static int constructor(IntPtr l) { try { UnityEngine.NavMeshObstacle o; o=new UnityEngine.NavMeshObstacle(); pushValue(l,o); return 1; } catch(Exception e) { LuaDLL.luaL_error(l, e.ToString()); return 0; } }
static public int set_shape(IntPtr l) { try { UnityEngine.NavMeshObstacle self = (UnityEngine.NavMeshObstacle)checkSelf(l); UnityEngine.NavMeshObstacleShape v; checkEnum(l, 2, out v); self.shape = v; return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int set_radius(IntPtr l) { try { UnityEngine.NavMeshObstacle self = (UnityEngine.NavMeshObstacle)checkSelf(l); float v; checkType(l, 2, out v); self.radius = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_radius(IntPtr l) { try { UnityEngine.NavMeshObstacle self = (UnityEngine.NavMeshObstacle)checkSelf(l); float v; checkType(l, 2, out v); self.radius = v; return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int set_velocity(IntPtr l) { try { UnityEngine.NavMeshObstacle self = (UnityEngine.NavMeshObstacle)checkSelf(l); UnityEngine.Vector3 v; checkType(l, 2, out v); self.velocity = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_velocity(IntPtr l) { try { UnityEngine.NavMeshObstacle self = (UnityEngine.NavMeshObstacle)checkSelf(l); UnityEngine.Vector3 v; checkType(l, 2, out v); self.velocity = v; return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int set_carveOnlyStationary(IntPtr l) { try { UnityEngine.NavMeshObstacle self = (UnityEngine.NavMeshObstacle)checkSelf(l); bool v; checkType(l, 2, out v); self.carveOnlyStationary = v; return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int set_carveOnlyStationary(IntPtr l) { try { UnityEngine.NavMeshObstacle self = (UnityEngine.NavMeshObstacle)checkSelf(l); bool v; checkType(l, 2, out v); self.carveOnlyStationary = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_shape(IntPtr l) { try { UnityEngine.NavMeshObstacle self = (UnityEngine.NavMeshObstacle)checkSelf(l); UnityEngine.NavMeshObstacleShape v; checkEnum(l, 2, out v); self.shape = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static void NavMeshObstacle_velocity(JSVCall vc) { if (vc.bGet) { UnityEngine.NavMeshObstacle _this = (UnityEngine.NavMeshObstacle)vc.csObj; var result = _this.velocity; JSApi.setVector3S((int)JSApi.SetType.Rval, result); } else { UnityEngine.Vector3 arg0 = (UnityEngine.Vector3)JSApi.getVector3S((int)JSApi.GetType.Arg); UnityEngine.NavMeshObstacle _this = (UnityEngine.NavMeshObstacle)vc.csObj; _this.velocity = arg0; } }
static void NavMeshObstacle_carving(JSVCall vc) { if (vc.bGet) { UnityEngine.NavMeshObstacle _this = (UnityEngine.NavMeshObstacle)vc.csObj; var result = _this.carving; JSApi.setBooleanS((int)JSApi.SetType.Rval, (System.Boolean)(result)); } else { System.Boolean arg0 = (System.Boolean)JSApi.getBooleanS((int)JSApi.GetType.Arg); UnityEngine.NavMeshObstacle _this = (UnityEngine.NavMeshObstacle)vc.csObj; _this.carving = arg0; } }
static void NavMeshObstacle_shape(JSVCall vc) { if (vc.bGet) { UnityEngine.NavMeshObstacle _this = (UnityEngine.NavMeshObstacle)vc.csObj; var result = _this.shape; JSApi.setEnum((int)JSApi.SetType.Rval, (int)result); } else { UnityEngine.NavMeshObstacleShape arg0 = (UnityEngine.NavMeshObstacleShape)JSApi.getEnum((int)JSApi.GetType.Arg); UnityEngine.NavMeshObstacle _this = (UnityEngine.NavMeshObstacle)vc.csObj; _this.shape = arg0; } }
static void NavMeshObstacle_radius(JSVCall vc) { if (vc.bGet) { UnityEngine.NavMeshObstacle _this = (UnityEngine.NavMeshObstacle)vc.csObj; var result = _this.radius; JSApi.setSingle((int)JSApi.SetType.Rval, (System.Single)(result)); } else { System.Single arg0 = (System.Single)JSApi.getSingle((int)JSApi.GetType.Arg); UnityEngine.NavMeshObstacle _this = (UnityEngine.NavMeshObstacle)vc.csObj; _this.radius = arg0; } }
void Start () { on = true; anim = GetComponent<Animator> (); anim.SetBool ("Open", true); Vector3 temp = navObjectLocation.position; Vector3 newPos = new Vector3(temp.x, temp.z, temp.y); navObject.position = newPos; navObstacle = navObject.GetComponent<NavMeshObstacle> (); // Fix for unity 5.2 network animator //for (int i = 0; i < GetComponent<Animator> ().parameterCount; i++) // GetComponent<NetworkAnimator> ().SetParameterAutoSend (i, true); }
public Vector3 nextPointMarker = Vector3.zero; // just for nav debugging void Awake() { m_navMeshAgent = GetComponent<NavMeshAgent>(); m_navMeshObstacle = GetComponent<NavMeshObstacle>(); if (m_navMeshAgent != null){ defaultSpeed = m_navMeshAgent.speed; // m_navMeshAgent.autoBraking = false; // this seems to hurt a lot more than it helps. // m_navMeshAgent.stoppingDistance = 0.1f; } lastAvoidCheckTime = Time.time; //Time.timeScale = 0.25f; if (headingTransform == null){ LookAtController model = GetComponentInChildren(typeof(LookAtController)) as LookAtController; if (model != null) headingTransform = model.transform; } }
void Start() { controller = GetComponent<NavMeshAgent>(); enemyAnimation = GetComponent<Animator>(); combatManager = GetComponent<EnemyCombatManager>(); photonView = GetComponent<PhotonView>(); obstacle = GetComponent<NavMeshObstacle>(); controller.avoidancePriority = Random.Range(0, 99); //player = GameObject.FindGameObjectWithTag("Player"); initialPosition = transform.position; controller.stoppingDistance = chaseStopDistance; if(PhotonNetwork.isMasterClient) { StartCoroutine(Movement()); } }
public Building(Properties a_properties, Mesh a_mesh, Texture2D a_texture) : base(a_properties.ID, a_properties.name) { // Init properties m_totalHealth = a_properties.health; m_power = a_properties.power; m_cost = a_properties.cost; m_buildTime = a_properties.buildTime; m_miniSize = a_properties.miniSize; m_type = Type.DEFAULT; m_gameObject.tag = "Building"; m_gameObject.layer = 10; base.Init(a_mesh, a_texture); // Nav mesh obstacle m_obstacle = m_gameObject.AddComponent<NavMeshObstacle>(); m_obstacle.radius = m_radius; m_obstacle.height = m_mesh.mesh.bounds.size.y; }
void Start() { agent = proxy.GetComponent< NavMeshAgent >(); obstacle = proxy.GetComponent< NavMeshObstacle >(); //obstacle.enabled = true; LOS = 15.0f; damage = 25.0f; reDetect = 0.5f; timeToAttack = 0.5f; mustAttack = true; lifeToBack = 50; life = 100.0f; lifeMax = life; loot = 75.0f; distanceToAttack = 10.0f; // Distance pour un CAC rooms = GameObject.FindGameObjectsWithTag ("RoomTAG"); target = null; }
// Update is called once per frame void Update() { RaycastHit hit; //float moveHorizontal = Input.GetAxis("horizontal"); //float moveVertical = Input.GetAxis("vertical"); //Select the agent to move and move if (Input.GetMouseButtonDown(0)) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); //select Agent if (Physics.Raycast(ray, out hit, 3000)) { if(hit.transform.CompareTag("capsule")) { agent = hit.collider.gameObject.GetComponent<NavMeshAgent>(); } if (agent != null) { agent.SetDestination(hit.point); } if (hit.transform.CompareTag("obstacle")) { //print("Obstacle"); obstacle = hit.collider.gameObject.GetComponent<NavMeshObstacle>(); } if (obstacle != null) { if (Input.GetKeyDown(KeyCode.LeftArrow)) { print("Obstacle not null"); obstacle.transform.Translate(1, 0, 0); //obstacle.transform.position += new Vector3(1.0f, 0.0f, 0.0f); } } } } }
private void Start() { m_SpeedId = Animator.StringToHash("Speed"); LifeManager.AddToSceneObjList(gameObject); //Init Components m_NavMeshPath = new NavMeshPath(); m_Animator = this.gameObject.GetComponent<Animator>(); m_NavObs = this.gameObject.GetComponent<NavMeshObstacle>(); //if (m_NavObs != null) //{ // m_NavObs.shape = NavMeshObstacleShape.Capsule; // m_NavObs.radius = .5f; //} if (m_Animator == null) { Debuger.LogWarning("Animator Not Found"); } //m_NavAgent = this.gameObject.GetComponentInChildren<NavMeshAgent>(); //if (m_NavAgent == null) //{ // Debuger.LogError("NavMeshAgent Not Found"); // return; //} //reset char pos NavMeshHit hit; if (NavMesh.SamplePosition(this.gameObject.transform.position, out hit, 5.0f, NavMesh.AllAreas)) { this.gameObject.transform.position = hit.position; } CharSettingScript setting = gameObject.GetComponent<CharSettingScript>(); if (setting != null) { m_MaxSpeed = setting.DefaultSpeed; } }
// Use this for initialization void Start () { if (e == null) e = gameObject.AddComponent<NavMeshObstacle>(); e.enabled = false; }
public IEnumerator nextframe() { yield return null; if (e == null) e = gameObject.AddComponent<NavMeshObstacle>(); e.enabled = true; e.carving = true; e.size = new Vector3(1, 2, 1); }
void Awake() { navMeshAgent = GetComponent<NavMeshAgent>(); navMeshObstacle = GetComponent<NavMeshObstacle>(); }
// Use this for initialization void Start() { grabbed = false; obstacle = GetComponentInChildren<NavMeshObstacle>(); originalY = this.transform.position.y; }
// Use this for initialization void Start() { if(pathManager == null) { pathManager = GameObject.Find (vars.path_manager_name).GetComponent<wp_manager>(); } if(baseManager == null) { baseManager = GameObject.Find (vars.base_name).GetComponent<base_manager>(); } if(workerManager == null) { workerManager = GameObject.Find (vars.worker_manager_name).GetComponent<WorkerManager>(); } workerManager.addWorker(this); navMeshAgent = GetComponent<NavMeshAgent>(); navMeshObstacle = GetComponent<NavMeshObstacle>(); }
/// <summary> /// Initializes all required variables. /// </summary> protected void InitializeNavAgentBase() { if(NavAgent == null) NavAgent = this.GetComponent<NavMeshAgent>(); if(NavObstacle == null) NavObstacle = this.GetComponent<NavMeshObstacle>(); if(m_transformComponent == null) m_transformComponent = this.GetComponent<Transform>(); SetPositionOnNavMesh(); }
static public int get_radius(IntPtr l) { UnityEngine.NavMeshObstacle o = (UnityEngine.NavMeshObstacle)checkSelf(l); pushValue(l, o.radius); return(1); }
static public int get_height(IntPtr l) { UnityEngine.NavMeshObstacle o = (UnityEngine.NavMeshObstacle)checkSelf(l); pushValue(l, o.height); return(1); }
static public int get_velocity(IntPtr l) { UnityEngine.NavMeshObstacle o = (UnityEngine.NavMeshObstacle)checkSelf(l); pushValue(l, o.velocity); return(1); }
static public int get_carvingMoveThreshold(IntPtr l) { UnityEngine.NavMeshObstacle o = (UnityEngine.NavMeshObstacle)checkSelf(l); pushValue(l, o.carvingMoveThreshold); return(1); }
// Use this for initialization void Start() { agent = null; //GetComponent<NavMeshAgent>(); obstacle = null; anim = null; }
void Start() { gate = GetComponent<NavMeshObstacle>(); GetComponent<NavMeshObstacle>().carving = true; }
// Use this for initialization void Start() { var player = GameObject.FindGameObjectWithTag("Player"); target_position = player.transform.position; target_direction = Vector3.Normalize(target_position - transform.position); navmesh = GetComponent<NavMeshObstacle>(); collider = GetComponent<Collider>(); navmesh.enabled = false; collider.enabled = false; }