void OnHitCheck(Collider collider) { IDamageable damageableObject = collider.GetComponent <IDamageable>(); if (collider.CompareTag("Enemy")) { m_State = collider.GetComponent <StatePatternEnemy>(); if (damageableObject != null) { damageableObject.TakeDamage(damage); } if (m_State.currentState != m_State.chaseState) { m_State.currentState = m_State.alertState; } GameObject.Destroy(gameObject); } else if (collider.CompareTag("Boss")) { if (damageableObject != null) { damageableObject.TakeDamage(damage); } GameObject.Destroy(gameObject); } }
void OnEnable() { ai_target = (StatePatternEnemy)target; ai_types_index = ai_target.current_preset; show_data = new AnimBool(ai_target.customType); show_data.valueChanged.AddListener(Repaint); }
void Update() { //Only execute if hit.collider has a reference if (hit.collider != null) { //checks if EnemyMovement reference is not null, if it is then use HiddenPathEnemy reference if (hit.collider.name.Contains("Hidden")) { m_HiddenEnemy = hit.collider.GetComponent <HiddenPathEnemy>(); m_HPText.text = m_HiddenEnemy.m_Health.ToString(); m_AgroText.text = m_HiddenEnemy.isAggressive.ToString(); m_DurationText.text = m_HiddenEnemy.Duration.ToString(); m_CerebText.text = m_HiddenEnemy.m_Cereb.ToString(); } else { m_Enemy = hit.collider.GetComponent <EnemyMovement>(); m_AgroText.text = m_Enemy.isAggressive.ToString(); m_HPText.text = m_Enemy.m_Health.ToString(); m_CerebText.text = m_Enemy.m_Cereb.ToString(); } m_EnemyState = hit.collider.GetComponent <StatePatternEnemy>(); } }
void OnHitCheck(RaycastHit hit) { IDamageable damageableObject = hit.collider.GetComponent <IDamageable>(); //check the tag of the object that was hit if (hit.collider.CompareTag("Enemy")) { m_State = hit.collider.GetComponent <StatePatternEnemy>(); if (damageableObject != null) { damageableObject.TakeHit(damage, hit); } if (m_State.currentState != m_State.chaseState) { m_State.currentState = m_State.alertState; } GameObject.Destroy(gameObject); } else if (hit.collider.CompareTag("Boss")) { if (damageableObject != null) { damageableObject.TakeHit(damage, hit); } GameObject.Destroy(gameObject); } else if (hit.collider.CompareTag("Obstacles")) { GameObject.Destroy(gameObject); } }
public void CreateState(StatePatternEnemy pEnemy) { enemy = pEnemy; enemy.numberOfStates++; Debug.Log("Idle State Created " + enemy.numberOfStates); }
public void loadData(StatePatternEnemy target) { target.sightRange = sightRange_; target.sightAngle = sightAngle_; target.suspiciousCheckRange = suspiciousCheckRange_; target.alert = alert_; }
override protected void Awake() { base.Awake(); statePattern = GetComponent <StatePatternEnemy>(); animations = GetComponent <Animation>(); InitComponentToKeep(); RecalcAtkSpeed(); }
void IEnemyState.CreateState(StatePatternEnemy pEnemy) { enemy = pEnemy; enemy.numberOfStates++; Debug.Log("Engage State Created " + enemy.numberOfStates); }
public FleeState(StatePatternEnemy statePatternEnemy) { manager = statePatternEnemy; manager.ModelSwap(manager.FleeModel); //Sets the powerup timer manager.powerUpTimer = 20f; Debug.Log("Flee"); }
void Awake() { player = GameObject.FindGameObjectWithTag("Player"); playerHealth = player.GetComponent <PlayerHealth>(); enemyHealth = GetComponentInParent <EnemyHealth>(); enemy = GetComponentInParent <StatePatternEnemy>(); }
/// <summary> /// Initializes a new instance of the <see cref="ChaseState"/> class. /// </summary> /// <param name="statePatternEnemy">State pattern enemy.</param> /// <param name="zombie">Zombie.</param> public ChaseState(StatePatternEnemy statePatternEnemy, HorrorAI zombie) { this.enemy = statePatternEnemy; this.zombie = zombie; MakeDecisionTree(); SetNodes(); decisionTree = new DecisionTree(decisions, actions, enemy.AddActionToQueue); }
/// <summary> /// Initializes a new instance of the <see cref="PatrolState"/> class. /// </summary> /// <param name="statePatternEnemy">State pattern enemy.</param> /// <param name="zombie">Zombie.</param> /// <param name="grid">Grid.</param> public PatrolState(StatePatternEnemy statePatternEnemy, HorrorAI zombie, Grid grid) { this.enemy = statePatternEnemy; this.zombie = zombie; this.grid = grid; MakeDecisionTree(); SetNodes(); decisionTree = new DecisionTree(decisions, actions, enemy.AddActionToQueue); }
void Start() { if(GetComponent<StatePatternEnemy>() == null) { Debug.Warning("level", "Redcoat " + gameObject.name + " has no state pattern to animate on."); return; } animController = GetComponent<Animator>(); animParams = animController.parameters; redcoat = GetComponent<StatePatternEnemy>(); state = redcoat.currentState; }
void IEnemyState.CreateState(StatePatternEnemy pEnemy) { enemy = pEnemy; enemy.numberOfStates++; Debug.Log("Patorl State Created " + enemy.numberOfStates); globalWayPoints = new Vector3[enemy.localWaypoints.Length]; for (int i = 0; i < enemy.localWaypoints.Length; i++) { globalWayPoints[i] = enemy.localWaypoints[i] + enemy.transform.position; } cyclicArray = true; }
protected override void Start() { base.Start(); //initialize variables player = GameObject.FindGameObjectWithTag("Player"); m_State = GetComponent <StatePatternEnemy>(); nav = GetComponent <NavMeshAgent>(); m_Cereb = Random.Range(20, 2020); m_WCereb = Random.Range(100, 50000); m_State.currentState = m_State.alertState; if (player != null) { nav.SetDestination(player.transform.position); } else { nav.SetDestination(m_ReturnPosition); } }
void Start() { destructorTransforms = new List <Transform>(); m_patternEnemy = GetComponent <StatePatternEnemy>(); m_patternEnemyRanged = GetComponent <StatePatternEnemyRanged>(); m_animator = GetComponent <Animator>(); m_navMesh = GetComponent <NavMeshAgent>(); m_capsuleCollider = GetComponent <CapsuleCollider>(); if (m_skinnedRenderer == null) { print("skinned renderer is null, assign in scene(AI) hpscript"); } if (m_health > 0) { m_alive = true; } else { m_alive = false; Debug.Log("Spawned with 0 health, instadeath"); } }
IEnumerator Death() { if (player) { Debug.Log("load"); SceneManager.LoadScene(0); } if (anim != null) { anim.SetTrigger("Death"); } audioSource.clip = deathSound; audioSource.Play(); gameObject.GetComponent <Collider2D>().enabled = false; StatePatternEnemy pattern = gameObject.GetComponent <StatePatternEnemy>(); if (pattern != null) { pattern.enabled = false; } const float amount = 330f; int sign = 1; if (Random.Range(0, 10) > 5) { sign = -1; } for (float i = 0; i < 4; i++) { CharacterSprite.material.SetFloat("_OffsetBlueX", -sign * (i / amount)); CharacterSprite.material.SetFloat("_OffsetBlueY", sign * (i / amount)); CharacterSprite.material.SetFloat("_OffsetRedX", -sign * (i / amount)); CharacterSprite.material.SetFloat("_OffsetRedY", -sign * (i / amount)); CharacterSprite.material.SetFloat("_OffsetGreenX", sign * (i / amount)); yield return(new WaitForSeconds(.13f)); } gameObject.SetActive(false); }
public void OpenDebugger() { PlayerMovement player = FindObjectOfType(typeof(PlayerMovement)) as PlayerMovement; if (player != null) { player.IsPaused = true; } if (hit.collider != null) { m_Enemy = hit.collider.GetComponent <EnemyMovement>(); m_EnemyState = hit.collider.GetComponent <StatePatternEnemy>(); //checks if EnemyMovement reference is not null, if it is then use HiddenPathEnemy reference if (m_Enemy == null) { m_HiddenEnemy = hit.collider.GetComponent <HiddenPathEnemy>(); m_HPText.text = m_HiddenEnemy.m_Health.ToString(); m_AgroText.text = m_HiddenEnemy.isAggressive.ToString(); m_DurationText.text = m_HiddenEnemy.Duration.ToString(); m_CerebText.text = m_HiddenEnemy.m_Cereb.ToString(); } else { m_HPText.text = m_Enemy.m_Health.ToString(); m_AgroText.text = m_Enemy.isAggressive.ToString(); m_DurationText.text = m_Enemy.Duration.ToString(); m_CerebText.text = m_Enemy.m_Cereb.ToString(); } m_AttackText.text = m_EnemyState.attackDamage.ToString(); m_Debugger.SetActive(true); } }
public AttackWindUp(StatePatternEnemy statePatternEnemy, AttackState p_attackState) { enemy = statePatternEnemy; attackState = p_attackState; }
public AlertState(StatePatternEnemy parent) { enemy = parent; }
public LookState(StatePatternEnemy statePatternEnemy) { enemy = statePatternEnemy; }
public AttackState(StatePatternEnemy statePatternEnemy) //Constructor { enemy = statePatternEnemy; }
public DazedState(StatePatternEnemy statePatternEnemy) { enemy = statePatternEnemy; }
public ChaseState(StatePatternEnemy parent) { enemy = parent; }
public GuardState(StatePatternEnemy statePatternEnemy) { enemy = statePatternEnemy; }
public SearchingState(StatePatternEnemy statePatternEnemy) { enemy = statePatternEnemy; }
public DistractedState(StatePatternEnemy statePatternEnemy) { enemy = statePatternEnemy; }
public KOState(StatePatternEnemy statePatternEnemy) { enemy = statePatternEnemy; }
public FollowState(StatePatternEnemy statePatternEnemy) { manager = statePatternEnemy; manager.ModelSwap(manager.WanderModel); }
public AlertState(StatePatternEnemy statePatternEnemy) { enemy = statePatternEnemy; }
public PatrolState(StatePatternEnemy parent) { enemy = parent; }
public ChaseState(StatePatternEnemy statePatternEnemy) { enemy = statePatternEnemy; }
void Start() { statePatternEnemy = GetComponentInParent <StatePatternEnemy>(); }
public WanderState(StatePatternEnemy statePatternEnemy) { enemy = statePatternEnemy; }
public ObserveState(StatePatternEnemy spe) { statePatternEnemy = spe; statePatternEnemy.anim.SetBool("Walking", false); }
public PatrolState(StatePatternEnemy statePatternEnemy) { enemy = statePatternEnemy; }
public AttackState(StatePatternEnemy statePatternEnemy) { enemy = statePatternEnemy; }
public WalkState(StatePatternEnemy statePatternEnemy) { enemy = statePatternEnemy; }
public AlertState(StatePatternEnemy statePatternEnemy) //Constructor { enemy = statePatternEnemy; }
public AttackOnGoing(StatePatternEnemy statePatternEnemy, AttackState p_attackState) { enemy = statePatternEnemy; attackState = p_attackState; }
public ExamineState(StatePatternEnemy statePatternEnemy) { enemy = statePatternEnemy; }
public VictimeState(StatePatternEnemy statePatternEnemy) { enemy = statePatternEnemy; }
public DeadState(StatePatternEnemy statePatternEnemy) { manager = statePatternEnemy; manager.ModelSwap(manager.DeadModel); }
public PointSearchState(StatePatternEnemy statePatternEnemy) { enemy = statePatternEnemy; }
public DWaiterState(StatePatternEnemy statePatternEnemy) { enemy = statePatternEnemy; }
public AttackState(StatePatternEnemy statePatternEnenmy) { enemy = statePatternEnenmy; }
public SuspiciousState(StatePatternEnemy statePatternEnemy) { enemy = statePatternEnemy; }