private bool Look(StateController controller) { //RaycastHit hit; /// Will draw a green line in front of where this is looking. Debug.DrawRay(controller.eyes.position, controller.eyes.forward.normalized * controller.enemyStats.lookRange, Color.green); Target target = FindObjectOfType <Target>(); //Target target = TargetsAndArrayList.GetNearestInArrayList().GetComponent<Target>(); //if (target.isActiveAndEnabled) { //if (target != null) { //if (TargetsAndArrayList.GetNearestInArrayList().GetComponent<Target>() != null) { if (TargetsAndArrayList.CountThingsInArrayList() != 0) { //if (target != null && TargetsAndArrayList.CountThingsInArrayList() != 0) { if (TargetsAndArrayList.GetNearestInArrayList().activeSelf) { //controller.chaseTarget = target.transform; controller.chaseTarget = TargetsAndArrayList.GetNearestInArrayList().GetComponent <Target>().transform; Debug.Log("Inside LookDecision1.Look()"); Debug.Log("controller.chaseTarget = " + controller.chaseTarget); return(true); } else { return(false); } } else { return(false); } }
//// Use this for initialization //void Start () { //} //// Update is called once per frame //void Update () { //} public override bool Decide(StateController controller) { //bool chaseTargetIsActive = controller.chaseTarget.gameObject.activeSelf; //bool chaseTargetIsActive = FindObjectOfType<Target>().gameObject.activeSelf; //if (FindObjectOfType<Target>().gameObject.activeSelf != null) { //if (FindObjectOfType<Target>()) { // TargetsAndArrayList.CountThingsInArrayList(); // Debug.Log("Inside ActiveStateDecision1.Decide()"); // Debug.Log("FindObjectOfType<Target>().name = " + FindObjectOfType<Target>().name); // return true; //} else { // return false; //} //bool chaseTargetIsActive = TargetsAndArrayList.GetNearestInArrayList().activeSelf; //return chaseTargetIsActive; bool chaseTargetIsActive = TargetsAndArrayList.GetNearestInArrayList().activeSelf; //bool chaseTargetIsActive = controller.chaseTarget.gameObject.activeSelf; //if (chaseTargetIsActive) { //Target target = FindObjectOfType<Target>(); //if (target != null && TargetsAndArrayList.CountThingsInArrayList() != 0 && chaseTargetIsActive) { if (chaseTargetIsActive) { //Debug.Log(TargetsAndArrayList.CountThingsInArrayList()); Debug.Log("Inside ActiveStateDecision1.Decide() \n TargetsAndArrayList.GetNearestInArrayList().name = " + TargetsAndArrayList.GetNearestInArrayList().name); return(true); } else { return(false); } }
private void OnEnable() { // When the tank is enabled, reset the tank's health and whether or not it's dead. m_CurrentHealth = m_StartingHealth; m_Dead = false; // Update the health slider's value and color. SetHealthUI(); Debug.Log("this.gameObject.name = " + this.gameObject.name); TargetsAndArrayList.AddToArrayList(this.gameObject); }