예제 #1
0
 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     game             = GameObject.Find("WTHGameManger").GetComponent <WhatTheHillGame>();
     player           = animator.gameObject;
     playerController = animator.GetComponentInParent <MinifigControllerWTH>();
     targetPlayer     = playerInRange(player.transform.position);
     if (targetPlayer == null)
     {
         animator.SetBool("PlayerInSight", false);
     }
 }
예제 #2
0
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        playerController = animator.GetComponentInParent <MinifigControllerWTH>();
        player           = animator.gameObject;
        this.animator    = animator;

        game            = GameObject.Find("WTHGameManger").GetComponent <WhatTheHillGame>();
        pickUpContainer = GameObject.Find("PowerUpSpawner");
        ringMoveArrows  = GameObject.Find("RingMoveArrows");
        foreach (Transform arrow in ringMoveArrows.transform)
        {
            goals.Add(arrow.position);
        }
    }
예제 #3
0
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        playerController = animator.GetComponentInParent <MinifigControllerWTH>();
        player           = animator.gameObject;
        this.animator    = animator;

        game            = GameObject.Find("WTHGameManger").GetComponent <WhatTheHillGame>();
        pickUpContainer = GameObject.Find("PowerUpSpawner");

        Vector3 targetPosition = new Vector3(0, 0, 0);

        currentPath = new NavMeshPath();
        NavMesh.CalculatePath(player.transform.position, targetPosition, NavMesh.AllAreas, currentPath);
        for (int i = 0; i < currentPath.corners.Length - 1; i++)
        {
            Debug.DrawLine(currentPath.corners[i], currentPath.corners[i + 1], Color.red);
        }
    }