예제 #1
0
    void Awake()
    {
        // Setting up the references.
        nav = GetComponent <NavMeshAgent>();
        ///	col = GetComponent<SphereCollider>();
        anim = GetComponent <Animator>();
        lastPlayerSighting = GameObject.FindGameObjectWithTag(DoneTags.gameController).GetComponent <DoneLastPlayerSighting>();
        player             = GameObject.FindGameObjectWithTag(DoneTags.player);
        playerAnim         = player.GetComponent <Animator>();
        playerHealth       = player.GetComponent <Health>();
        hash = GameObject.FindGameObjectWithTag(DoneTags.gameController).GetComponent <DoneHashIDs>();

        // Set the personal sighting and the previous sighting to the reset position.
        personalLastSighting = lastPlayerSighting.resetPosition;
        previousSighting     = lastPlayerSighting.resetPosition;

        targetPlayer = GameObject.FindGameObjectWithTag("Player").transform;
        if (targetPlayer == null)
        {
            Debug.Log("Player not found");
            return;
        }
        else
        {
            targetPlayer = GameObject.FindGameObjectWithTag("Player").transform;
        }
    }
예제 #2
0
	private int count;								// The number of colliders present that should open the doors.
	
	
	void Awake ()
	{
		// Setting up the references.
		anim = GetComponent<Animator>();
		hash = GameObject.FindGameObjectWithTag(DoneTags.gameController).GetComponent<DoneHashIDs>();
		player = GameObject.FindGameObjectWithTag(DoneTags.player);
		playerInventory = player.GetComponent<DonePlayerInventory>();
	}
예제 #3
0
    private int count;                              // The number of colliders present that should open the doors.


    void Awake()
    {
        // Setting up the references.
        anim            = GetComponent <Animator>();
        hash            = GameObject.FindGameObjectWithTag(DoneTags.gameController).GetComponent <DoneHashIDs>();
        player          = GameObject.FindGameObjectWithTag(DoneTags.player);
        playerInventory = player.GetComponent <DonePlayerInventory>();
    }
예제 #4
0
	private DoneHashIDs hash;			// Reference to the HashIDs.
	
	
	void Awake ()
	{
		// Setting up the references.
		anim = GetComponent<Animator>();
		hash = GameObject.FindGameObjectWithTag(DoneTags.gameController).GetComponent<DoneHashIDs>();
		
		// Set the weight of the shouting layer to 1.
		anim.SetLayerWeight(1, 1f);
	}
예제 #5
0
	private bool playerDead;							// A bool to show if the player is dead or not.
	
	
	void Awake ()
	{
		// Setting up the references.
		anim = GetComponent<Animator>();
		playerMovement = GetComponent<DonePlayerMovement>();
		hash = GameObject.FindGameObjectWithTag(DoneTags.gameController).GetComponent<DoneHashIDs>();
		sceneFadeInOut = GameObject.FindGameObjectWithTag(DoneTags.fader).GetComponent<DoneSceneFadeInOut>();
		lastPlayerSighting = GameObject.FindGameObjectWithTag(DoneTags.gameController).GetComponent<DoneLastPlayerSighting>();
	}
예제 #6
0
    private DoneHashIDs hash;                           // Reference to the HashIDs.


    void Awake()
    {
        // Setting up the references.
        anim = GetComponent <Animator>();
        hash = GameObject.FindGameObjectWithTag(UnityTags.GameController).GetComponent <DoneHashIDs>();

        // Set the weight of the shouting layer to 1.
        anim.SetLayerWeight(1, 1f);
    }
예제 #7
0
    private bool playerDead;                                    // A bool to show if the player is dead or not.


    void Awake()
    {
        // Setting up the references.
        anim               = GetComponent <Animator>();
        playerMovement     = GetComponent <DonePlayerMovement>();
        hash               = GameObject.FindGameObjectWithTag(DoneTags.gameController).GetComponent <DoneHashIDs>();
        sceneFadeInOut     = GameObject.FindGameObjectWithTag(DoneTags.fader).GetComponent <DoneSceneFadeInOut>();
        lastPlayerSighting = GameObject.FindGameObjectWithTag(DoneTags.gameController).GetComponent <DoneLastPlayerSighting>();
    }
    private float timer;                                        // Timer to determine when the lift moves and when the level ends.


    void Awake()
    {
        // Setting up references.
        player            = GameObject.FindGameObjectWithTag(DoneTags.player);
        playerAnim        = player.GetComponent <Animator>();
        hash              = GameObject.FindGameObjectWithTag(DoneTags.gameController).GetComponent <DoneHashIDs>();
        camMovement       = Camera.main.gameObject.GetComponent <DoneCameraMovement>();
        sceneFadeInOut    = GameObject.FindGameObjectWithTag(DoneTags.fader).GetComponent <DoneSceneFadeInOut>();
        liftDoorsTracking = GetComponent <DoneLiftDoorsTracking>();
    }
	private float timer;								// Timer to determine when the lift moves and when the level ends.
	
	
	void Awake ()
	{
		// Setting up references.
		player = GameObject.FindGameObjectWithTag(DoneTags.player);
		playerAnim = player.GetComponent<Animator>();
		hash = GameObject.FindGameObjectWithTag(DoneTags.gameController).GetComponent<DoneHashIDs>();
		camMovement = Camera.main.gameObject.GetComponent<DoneCameraMovement>();
		sceneFadeInOut = GameObject.FindGameObjectWithTag(DoneTags.fader).GetComponent<DoneSceneFadeInOut>();
		liftDoorsTracking = GetComponent<DoneLiftDoorsTracking>();
	}
예제 #10
0
    private DoneHashIDs hash;                   // Reference to the HashIDs.


    void Awake()
    {
        // Setting up the references.
        _rigidbody = GetComponent <Rigidbody>();
        _audio     = GetComponent <AudioSource>();
        anim       = GetComponent <Animator>();
        hash       = GameObject.FindGameObjectWithTag(DoneTags.gameController).GetComponent <DoneHashIDs>();

        // Set the weight of the shouting layer to 1.
        anim.SetLayerWeight(1, 1f);
    }
예제 #11
0
    void Awake()
    {
        anim = GetComponent<Animator>();
        agent = GetComponent<NavMeshAgent>();
        opticSphereCol = GetComponent<SphereCollider>();

        playerGameObject = GameObject.FindGameObjectWithTag(DoneTags.player);

        hash = GameObject.FindGameObjectWithTag(DoneTags.gameController).GetComponent<DoneHashIDs>();
        animSetup = new AnimatorSetup(anim, hash);

        patrolIndex = 0;
    }
예제 #12
0
    // TEST REMOVE UNLESS CONFIRMED.
    // Collider m_Collider;

    // Start is called before the first frame update
    void Awake()
    {
        //gameObject.GetComponentInParent(typeof(HingeJoint)) as HingeJoint;
        //Animator
        anim = gameObject.GetComponentInParent <Animator>();
        // anim = zombieMain.GetComponent<Animator>();
        player       = GameObject.FindGameObjectWithTag(DoneTags.player);
        playerHealth = player.GetComponent <DonePlayerHealth>();
        hash         = GameObject.FindGameObjectWithTag(DoneTags.gameController).GetComponent <DoneHashIDs>();

        // TEST REMOVE UNLESS CONFIRMED.
        // m_Collider = GetComponent<Collider>();
    }
예제 #13
0
    void Awake()
    {
        seeker = GetComponent<Seeker>();

        //Start a new path to the targetPosition, return the result to the OnPathComplete function
        seeker.StartPath (transform.position,targetPosition.localPosition, OnPathComplete);

        // Setting up the references.
        anim = GetComponent<Animator>();
        hash = GameObject.FindGameObjectWithTag(DoneTags.gameController).GetComponent<DoneHashIDs>();

        // Set the weight of the shouting layer to 1.
        anim.SetLayerWeight(1, 1f);
    }
예제 #14
0
    private Vector3 previousSighting; // Where the player was sighted last frame.

    #endregion Fields

    #region Methods

    void Awake()
    {
        // Setting up the references.
        nav = GetComponent<NavMeshAgent>();
        col = GetComponent<SphereCollider>();
        anim = GetComponent<Animator>();
        //lastPlayerSighting = GameObject.FindGameObjectWithTag(DoneTags.gameController).GetComponent<DoneLastPlayerSighting>();
        player = GameObject.FindGameObjectWithTag(DoneTags.player);
        playerAnim = player.GetComponent<Animator>();
        playerHealth = player.GetComponent<DonePlayerHealth>();
        hash = GameObject.FindGameObjectWithTag(DoneTags.gameController).GetComponent<DoneHashIDs>();

        // Set the personal sighting and the previous sighting to the reset position.
        personalLastSighting = lastPlayerSighting.resetPosition;
        previousSighting = lastPlayerSighting.resetPosition;
    }
    private Vector3 previousSighting;                           // Where the player was sighted last frame.


    void Awake()
    {
        // Setting up the references.
        nav  = GetComponent <NavMeshAgent>();
        col  = GetComponent <SphereCollider>();
        anim = GetComponent <Animator>();
        lastPlayerSighting = GameObject.FindGameObjectWithTag(DoneTags.gameController).GetComponent <DoneLastPlayerSighting>();
        player             = GameObject.FindGameObjectWithTag(DoneTags.player);
        playerAnim         = player.GetComponent <Animator>();
        playerHealth       = player.GetComponent <DonePlayerHealth>();
        hash = GameObject.FindGameObjectWithTag(DoneTags.gameController).GetComponent <DoneHashIDs>();

        // Set the personal sighting and the previous sighting to the reset position.
        personalLastSighting = lastPlayerSighting.resetPosition;
        previousSighting     = lastPlayerSighting.resetPosition;
    }
    private bool shooting; // A bool to say whether or not the enemy is currently shooting.

    #endregion Fields

    #region Methods

    void Awake()
    {
        // Setting up the references.
        anim = GetComponent<Animator>();
        laserShotLine = GetComponentInChildren<LineRenderer>();
        laserShotLight = laserShotLine.gameObject.GetComponent<Light>();
        //	col = GetComponent<SphereCollider>();
        player = GameObject.FindGameObjectWithTag(DoneTags.player).transform;
        playerHealth = player.gameObject.GetComponent<Health>();
        hash = GameObject.FindGameObjectWithTag(DoneTags.gameController).GetComponent<DoneHashIDs>();

        // The line renderer and light are off to start.
        laserShotLine.enabled = false;
        laserShotLight.intensity = 0f;

        // The scaledDamage is the difference between the maximum and the minimum damage.
        scaledDamage = maximumDamage - minimumDamage;
    }
예제 #17
0
    private float scaledDamage;                                         // Amount of damage that is scaled by the distance from the player.


    void Awake()
    {
        // Setting up the references.
        anim           = GetComponent <Animator>();
        laserShotLine  = GetComponentInChildren <LineRenderer>();
        laserShotLight = laserShotLine.gameObject.GetComponent <Light>();
        col            = GetComponent <SphereCollider>();
        player         = GameObject.FindGameObjectWithTag(DoneTags.player).transform;
        playerHealth   = player.gameObject.GetComponent <DonePlayerHealth>();
        hash           = GameObject.FindGameObjectWithTag(DoneTags.gameController).GetComponent <DoneHashIDs>();

        // The line renderer and light are off to start.
        laserShotLine.enabled    = false;
        laserShotLight.intensity = 0f;

        // The scaledDamage is the difference between the maximum and the minimum damage.
        scaledDamage = maximumDamage - minimumDamage;
    }
예제 #18
0
	private DoneAnimatorSetup animSetup;		// An instance of the AnimatorSetup helper class.


	void Awake ()
	{
		// Setting up the references.
		player = GameObject.FindGameObjectWithTag(DoneTags.player).transform;
		enemySight = GetComponent<DoneEnemySight>();
		nav = GetComponent<NavMeshAgent>();
		anim = GetComponent<Animator>();
		hash = GameObject.FindGameObjectWithTag(DoneTags.gameController).GetComponent<DoneHashIDs>();
		
		// Making sure the rotation is controlled by Mecanim.
		nav.updateRotation = false;
		
		// Creating an instance of the AnimatorSetup class and calling it's constructor.
		animSetup = new DoneAnimatorSetup(anim, hash);
		
		// Set the weights for the shooting and gun layers to 1.
		anim.SetLayerWeight(1, 1f);
		anim.SetLayerWeight(2, 1f);
		
		// We need to convert the angle for the deadzone from degrees to radians.
		deadZone *= Mathf.Deg2Rad;
	}
예제 #19
0
    private DoneAnimatorSetup animSetup;                // An instance of the AnimatorSetup helper class.


    void Awake()
    {
        // Setting up the references.
        player     = GameObject.FindGameObjectWithTag(DoneTags.player).transform;
        enemySight = GetComponent <EnemyZombieSight>();
        nav        = GetComponent <UnityEngine.AI.NavMeshAgent>();
        anim       = GetComponent <Animator>();
        hash       = GameObject.FindGameObjectWithTag(DoneTags.gameController).GetComponent <DoneHashIDs>();

        // Making sure the rotation is controlled by Mecanim.
        // nav.updateRotation = false;

        // Creating an instance of the AnimatorSetup class and calling it's constructor.
        // animSetup = new DoneAnimatorSetup(anim, hash);

        // Set the weights for the shooting and gun layers to 1.
        //anim.SetLayerWeight(1, 1f);
        //anim.SetLayerWeight(2, 1f);

        // We need to convert the angle for the deadzone from degrees to radians.
        // deadZone *= Mathf.Deg2Rad;
    }
예제 #20
0
    void Awake()
    {
        counter = 0;
        incorrect_counter = 0;
        filename = "collision_eval.txt";
        time_stat_file = "time_stats.txt";
        write_once = false;
        self = this.transform;
        self_ai = this.GetComponent<DoneEnemyAI>();
        self_sight = this.GetComponent<DoneEnemySight>();
        player = GameObject.FindGameObjectWithTag(DoneTags.player);
        player_health = player.GetComponent<DonePlayerHealth>();
        animator_hash = GameObject.FindGameObjectWithTag(DoneTags.gameController).GetComponent<DoneHashIDs>();

        GameObject[] enemies = GameObject.FindGameObjectsWithTag(DoneTags.enemy);
        for( int i = 0; i < enemies.Length; i++)
        {
            if ( self.transform == enemies[i].transform)
            {
                enemy_num = i + 1;
            }
        }
    }
    void Awake()
    {
        // Setting up the references.
        nav = GetComponent<NavMeshAgent>();
        ///	col = GetComponent<SphereCollider>();
        anim = GetComponent<Animator>();
        lastPlayerSighting = GameObject.FindGameObjectWithTag(DoneTags.gameController).GetComponent<DoneLastPlayerSighting>();
        player = GameObject.FindGameObjectWithTag(DoneTags.player);
        playerAnim = player.GetComponent<Animator>();
        playerHealth = player.GetComponent<Health>();
        hash = GameObject.FindGameObjectWithTag(DoneTags.gameController).GetComponent<DoneHashIDs>();

        // Set the personal sighting and the previous sighting to the reset position.
        personalLastSighting = lastPlayerSighting.resetPosition;
        previousSighting = lastPlayerSighting.resetPosition;

        targetPlayer = GameObject.FindGameObjectWithTag("Player").transform;
        if (targetPlayer == null)
        {
            Debug.Log("Player not found");
            return;
        }
        else targetPlayer = GameObject.FindGameObjectWithTag("Player").transform;
    }
예제 #22
0
    private DoneHashIDs hash;                                                   // Reference to the HashIDs script.


    // Constructor
    public DoneAnimatorSetup(Animator animator, DoneHashIDs hashIDs)
    {
        anim = animator;
        hash = hashIDs;
    }
예제 #23
0
 // Constructor
 public AnimatorSetup(Animator animator, DoneHashIDs hashIDs)
 {
     anim = animator;
     hash = hashIDs;
 }