// Use this for initialization void Start() { text = this.GetComponent <Text>(); bt = this.GetComponent <PandaBehaviour>(); rectTransform = this.GetComponent <RectTransform>(); bt.enabled = false; }
private void Start() { // get the car controller m_Drone = GetComponent <DroneController>(); terrain_manager = terrain_manager_game_object.GetComponent <TerrainManager>(); pbTree = GetComponent <PandaBehaviour>(); // note that both arrays will have holes when objects are destroyed // but for initial planning they should work friend_tag = gameObject.tag; if (friend_tag == "Blue") { enemy_tag = "Red"; attackDirection = Vector3.right; } else { enemy_tag = "Blue"; attackDirection = Vector3.left; } friends = GameObject.FindGameObjectsWithTag(friend_tag); enemies = GameObject.FindGameObjectsWithTag(enemy_tag); initAcc(); ball = GameObject.FindGameObjectWithTag("Ball"); myDefencePoint = new Vector3(120f, 0f, 100f); for (playerNum = 0; friends[playerNum].transform != m_Drone.transform; playerNum++) { } time = Time.fixedDeltaTime * 50f; //FixedUpdate(); }
private void Start() { pandaBT = GetComponent <PandaBehaviour>(); rb = GetComponent <Rigidbody>(); // get the drone controller m_Drone = GetComponent <DroneController>(); terrain_manager = terrain_manager_game_object.GetComponent <TerrainManager>(); friend_tag = gameObject.tag; if (friend_tag == "Blue") { enemy_tag = "Red"; } else { enemy_tag = "Blue"; } friends = GameObject.FindGameObjectsWithTag(friend_tag); enemies = GameObject.FindGameObjectsWithTag(enemy_tag); ball = GameObject.FindGameObjectWithTag("Ball"); goalie = friends[0]; }
// Start is called before the first frame update void Start() { if (escarabajo) { this.vida = 30; this.daño = 3; this.velocidad = 1.0f; } else { this.vida = 12; this.daño = 2; this.velocidad = 2.0f; } this.zonaDondeEsta = 1; pb = this.gameObject.GetComponent <PandaBehaviour>(); agente = this.gameObject.GetComponent <NavMeshAgent>(); agente.speed = this.velocidad; this.siguientePosicionExplorar = Vector3.zero; hormigueroDentro = GameObject.FindObjectOfType <Floor>(); tiempoEntreAtaques = tiempoEntreAtaquesMax; reina = GameObject.FindObjectOfType <Reina>(); if (escarabajo) { agente.avoidancePriority = 0; } }
private void Start() { id = counter; counter++; if (id == 0) { GoalKeeper = true; } if (id == 1) { Chaser = true; } if (id == 2) { Center = true; } ball_mass = 1f; drone_mass = 1000f; drone_max_speed = 15f; ball_radius = 2.1f; drone_radius = 1.4f; field_width = 180f; Debug.Log("Start"); myPandaBT = GetComponent <PandaBehaviour>(); // get the car controller m_Drone = GetComponent <DroneController>(); terrain_manager = terrain_manager_game_object.GetComponent <TerrainManager>(); // note that both arrays will have holes when objects are destroyed // but for initial planning they should work friend_tag = gameObject.tag; if (friend_tag == "Blue") { enemy_tag = "Red"; } else { enemy_tag = "Blue"; } friends = GameObject.FindGameObjectsWithTag(friend_tag); enemies = GameObject.FindGameObjectsWithTag(enemy_tag); Debug.Log("Friends: " + friends.Length + " Enemies: " + enemies.Length); ball = GameObject.FindGameObjectWithTag("Ball"); ball_position = ball.transform.position; System.Random rand = new System.Random(); manager.AddDrone(m_Drone, base_velocity, other_goal.transform.position); my_path = new List <Vector3>(); my_path.Add(other_goal.transform.position); }
protected override void Destroy(float delay = 0) { navAgent.enabled = false; isChasing = false; PandaBehaviour panda = GetComponent <PandaBehaviour>(); panda.Reset(); base.Destroy(delay); }
// Start is called before the first frame update void Start() { player = GameObject.FindGameObjectWithTag("Player"); tree = GetComponent <PandaBehaviour>(); navigator = GetComponent <Navigator>(); mask = LayerMask.GetMask("Player", "Walls"); makePatrolPath(); }
void Start() { pb = this.gameObject.GetComponent <PandaBehaviour>(); hormiga_sprite = this.GetComponentInChildren <SpriteRenderer>(); hormiga_colisiones = this.GetComponentInChildren <MeshCollider>(); link = FindObjectOfType <OffMeshLink>(); speed = agent.speed; haEntradoAlCamino = false; linkMultiplayer = 2; }
// Update is called once per frame void Update() { if (my_target.CurrentStatus != TrackableBehaviour.Status.NO_POSE && counter == 0) { //gameObject.AddComponent<PandaBehaviour>(); PandaBehaviour p = gameObject.GetComponent <PandaBehaviour>(); p.enabled = true; counter++; } }
// Change the BT to run by the PandaBehaviour component. // The file name servers as the key in the dictionary to retrieve the BT definition. public void changeBT(GameObject character, string bt_id) { try { PandaBehaviour component = character.GetComponent <PandaBehaviour>(); component.Compile(BT_dic[bt_id]); } catch (Exception e) { Debug.Log("EXCEPTION: " + e); } }
// Start is called before the first frame update void Start() { panda_bt = GetComponent <PandaBehaviour>(); rb = GetComponent <Rigidbody2D>(); ctrl = GetComponent <CharacterController>(); team_tag = gameObject.tag; opp_tag = team_tag == "red_team" ? "blue_team" : team_tag == "blue_team" ? "blue_team" : "invalid"; ball = UnityEngine.GameObject.Find("ball"); team_players = GameObject.FindGameObjectsWithTag(team_tag); opp_players = GameObject.FindGameObjectsWithTag(opp_tag); }
void Awake() { aiUnit = GetComponent <CharacterControl> (); animator = GetComponentInChildren <Animator> (); pandaTree = GetComponent <PandaBehaviour> (); team = aiUnit.CharacterData.Team; LastGetHitTime = Mathf.NegativeInfinity; LastTargetAttackTime = Mathf.NegativeInfinity; LastTargetExecuteTime = Mathf.NegativeInfinity; LastTargetDodgeTime = Mathf.NegativeInfinity; LastTargetGuardTime = Mathf.NegativeInfinity; enemyTarget = null; AIAgentManager.Instance.TotalAIAgent.Add(this); }
IEnumerator SpawnEnemyFromRope() { yield return(new WaitForSeconds(1f)); SpawnRect spawnRect = playerEntity.spawnRect; spawnRect.rect.x += playerEntity.moveVelocity.x; spawnRect.rect.y += playerEntity.moveVelocity.z; Vector3 spawnPos = mapGen.GetSpawnPositionInRect(spawnRect) + Vector3.up; if (spawnPos != (Vector3.one * -1))//-1 Vector means the map wasn't able to find any available position, so just return and train again after 1 sec { Vector3 startSpawnPos = spawnPos + Vector3.up * 20f; Transform enemyT = PoolManager.instance.ReuseObject(enemy.gameObject, startSpawnPos, Quaternion.Euler(0f, Random.Range(0f, 360f), 0f)).transform; enemyT.GetComponent <Enemy>().SetCharacteristics(currentWave.moveSpeed, currentWave.hitsToKillPlayer, currentWave.enemyHealth); Transform rope = ((Rope)Instantiate(enemyT.GetComponent <Enemy>().rope, startSpawnPos, Quaternion.identity)).transform; PandaBehaviour panda = enemyT.GetComponent <PandaBehaviour>(); panda.enabled = false; float percent = 0f; float ropeVelocity = 1 / 0.3f; while (percent < 1) { percent += ropeVelocity * Time.deltaTime; rope.position = Vector3.Lerp(startSpawnPos, spawnPos, percent); yield return(null); } percent = 0; float climbDownVel = 1 / 1.5f; while (percent < 1) { percent += climbDownVel * Time.deltaTime; enemyT.position = Vector3.Lerp(startSpawnPos, spawnPos, percent); yield return(null); } Enemy spawnedEnemy = enemyT.GetComponent <Enemy>(); spawnedEnemy.OnDeath += OnEnemyDeath; enemyT.position = spawnPos; panda.enabled = true; spawnedEnemy.StartChase(); Destroy(rope.gameObject, 2); } }
public void CheckIfPandaMarginIsHit(PandaBehaviour panda) { Transform pandaTransform = panda.transform; SpriteRenderer pandaSpriteRenderer = panda.gameObject.GetComponent <SpriteRenderer>(); if (pandaTransform.position.x < -screenDimensions.x + pandaTransform.localScale.x / 2 || pandaTransform.position.x > screenDimensions.x - pandaTransform.localScale.x / 2) { panda.speedX *= -1; if (panda.speedX > 0) { pandaSpriteRenderer.flipX = false; } else { pandaSpriteRenderer.flipX = true; } } }
public virtual void Awake() { // useful targetPlayer = GameObject.FindWithTag("Player").transform; audioManager = FindObjectOfType <AudioManager>(); pandaBT = GetComponent <PandaBehaviour>(); rb = GetComponent <Rigidbody2D>(); old_pos = transform.position.x; //fov fovStartPoint = getChildGameObject(this.gameObject, "FovStartPoint").transform; if (fovStartPoint == null) { Debug.LogWarning("Null FovStartPoint"); } aimDir = new Vector3(1, 1f, 0f); // aim direction(field of view init) best leave it like this fieldOfView = Instantiate(pfFieldOfView, null).GetComponent <FieldOfView>(); fieldOfView.SetFoV(fov); fieldOfView.SetViewDistance(viewDistance); //combat currentHealth = maxHealth; try { fireAnimHitByTorchPoint = getChildGameObject(this.gameObject, "FireHitByTorchPoint").transform; } catch { Debug.LogWarning("FireHitByTorchPoint is null"); } attackPoint = getChildGameObject(this.gameObject, "AttackPoint").transform; if (attackPoint == null) { Debug.LogWarning("Null AttackPoint"); } //Handlers animationHandler = getChildGameObject(this.gameObject, graphicsName).GetComponent <AnimationHandler>(); soundHandler = getChildGameObject(this.gameObject, graphicsName).GetComponent <SoundHandler>(); }
private void Start() { pandaBT = GetComponent <PandaBehaviour>(); rb = GetComponent <Rigidbody>(); // get the drone controller m_Drone = GetComponent <DroneController>(); terrain_manager = terrain_manager_game_object.GetComponent <TerrainManager>(); friend_tag = gameObject.tag; if (friend_tag == "Blue") { enemy_tag = "Red"; } else { enemy_tag = "Blue"; } friends = GameObject.FindGameObjectsWithTag(friend_tag); enemies = GameObject.FindGameObjectsWithTag(enemy_tag); ball = GameObject.FindGameObjectWithTag("Ball"); // Set the friend closet to the own goal to be the goalie. float disToOwnGoal_sqr = float.PositiveInfinity; foreach (var friend in friends) { float dis_sqr = (friend.transform.position - own_goal.transform.position).sqrMagnitude; if (dis_sqr < disToOwnGoal_sqr) { disToOwnGoal_sqr = dis_sqr; goalie = friend; } } }
Vector3 dir = Vector3.one; private void Start() { ball_mass = 1f; drone_mass = 1000f; drone_max_speed = 10f; ball_radius = 2.1f; drone_radius = 1f; id = counter; counter++; myPandaBT = GetComponent <PandaBehaviour>(); // get the car controller m_Drone = GetComponent <DroneController>(); terrain_manager = terrain_manager_game_object.GetComponent <TerrainManager>(); // note that both arrays will have holes when objects are destroyed // but for initial planning they should work friend_tag = gameObject.tag; if (friend_tag == "Blue") { enemy_tag = "Red"; } else { enemy_tag = "Blue"; } friends = GameObject.FindGameObjectsWithTag(friend_tag); enemies = GameObject.FindGameObjectsWithTag(enemy_tag); ball = GameObject.FindGameObjectWithTag("Ball"); // Plan your path here // ... }
private void Start() { // get the car controller pandaBT = GetComponent <PandaBehaviour>(); m_Drone = GetComponent <DroneController>(); terrain_manager = terrain_manager_game_object.GetComponent <TerrainManager>(); // Set the tags for friends and enemies friend_tag = gameObject.tag; if (friend_tag == "Blue") { enemy_tag = "Red"; } else { enemy_tag = "Blue"; } friends = GameObject.FindGameObjectsWithTag(friend_tag); enemies = GameObject.FindGameObjectsWithTag(enemy_tag); stadiumSize = Vector3.Distance(own_goal.transform.position, other_goal.transform.position); ball = GameObject.FindGameObjectWithTag("Ball"); }
// Use this for initialization void Start() { CharacterBT = GetComponent <PandaBehaviour>(); }