void OnSceneGUI() { Patrolling p = (Patrolling)target; Handles.color = Color.green; p.startPoint = new Vector3(Handles.Slider(p.startPoint, -Vector3.right, 0.3f, Handles.CubeCap, 0.0f).x, p.transform.position.y, p.transform.position.z); Handles.color = Color.red; p.endPoint = new Vector3(Handles.Slider(p.endPoint, Vector3.right, 0.3f, Handles.CubeCap, 0.0f).x, p.transform.position.y, p.transform.position.z); Handles.BeginGUI(); GUI.Box(HandleUtility.WorldPointToSizedRect(p.startPoint, new GUIContent("Patrol start"), GUI.skin.label), "Patrol start"); GUI.Box(HandleUtility.WorldPointToSizedRect(p.endPoint, new GUIContent("Patrol end"), GUI.skin.label), "Patrol end"); Handles.EndGUI(); if (p.startPoint.x > p.transform.position.x) { p.startPoint = p.transform.position; } if (p.endPoint.x < p.transform.position.x) { p.endPoint = p.transform.position; } if (GUI.changed) { EditorUtility.SetDirty(target); } }
void Start() { agent = GetComponent <NavMeshAgent>(); sound = GetComponent <AudioSource>(); player = GameObject.FindGameObjectWithTag("Player").transform; target = transform.position; levelOfAttraction = 0.0f; hasReachedTarget = true; searchRadius = -1.0f; currentlySearching = false; arePointsCached = false; PatrolRef = GetComponent <Patrolling>(); PatrolManager = GameObject.FindGameObjectWithTag("PatrolPointManager").GetComponent <PatrolPointManager>(); patrolPath = PatrolManager.RequestPatrolPoints(PatrolRef.PatrollingPointsID); GMlocalPatrolPath = new List <GameObject>(); localPatrolPath = new List <Vector3>(); //Cache local patrol points for (int i = 0; i < transform.childCount; i++) { if (transform.GetChild(i).tag == "PatrolPoint") { GMlocalPatrolPath.Add(transform.GetChild(i).gameObject); } } backToRoamingDelay = 15.0f; goBack = false; }
void Start() { initialState = new Patrolling(); rf = new RunFrom(); states.Add(initialState); states.Add(rf); currentState = initialState; }
public void EnemiesStatesInitializer() { if (patrolling == null && chasing == null && asleep == null) { patrolling = new Patrolling(); chasing = new Chasing(); asleep = new Asleep(); inDialog = new PlayerInDialog(); } }
// Start is called before the first frame update void Start() { patrol = GetComponent <Patrolling>(); bot = GetComponent <Bot>(); HivePickUp.HivePickedUp += HiveTaken; }
void Start() { canShoot = true; patrolling = GetComponent <Patrolling>(); }