public override ActionResult Execute(RAIN.Core.AI ai) { enemyshoot = ai.Body.GetComponentInChildren <EnemyBasic>(); enemyshoot.canShoot = true; return(ActionResult.FAILURE); }
public override void Start(RAIN.Core.AI ai) { base.Start(ai); }
public override void Start(RAIN.Core.AI ai) { base.Start(ai); attackDamage = ai.WorkingMemory.GetItem <int>("attackDamage"); }
public override void Stop(RAIN.Core.AI ai) { ai.WorkingMemory.SetItem <GameObject>("target", target); base.Stop(ai); }
public override void Start(RAIN.Core.AI ai) { base.Start(ai); //Debug.Log(ai.Body.name + " : PassantSelectAndEnterScene"); }
public override void Start(RAIN.Core.AI ai) { base.Start(ai); pathfinding = ai.Body.GetComponent <Pathfinding>(); bodyY = ai.Body.transform.position.y; }
public override ActionResult Execute(RAIN.Core.AI ai) { return(ActionResult.SUCCESS); }
public override void Start(RAIN.Core.AI ai) { base.Start(ai); ai.WorkingMemory.SetItem <Vector3>("InitialPosition", new Vector3(0, 0, 99)); ai.WorkingMemory.SetItem <Vector3>("PlayerPosition", new Vector3(0, 0, 99)); }
public override ActionResult Execute(RAIN.Core.AI ai) { ai.WorkingMemory.SetItem <bool> ("enaSpawn", true); PlayerController.enaUsePower = false; return(ActionResult.SUCCESS); }
public override ActionResult Execute(RAIN.Core.AI ai) { MonoBehaviour.Destroy(ai.Body); return(ActionResult.SUCCESS); }
public override void Start(RAIN.Core.AI ai) { base.Start(ai); actionName = "LookAtTarget"; }
public override ActionResult Execute(RAIN.Core.AI ai) { control.reduceHealth(20); ctrlSound.EnemyAttack(); return(ActionResult.SUCCESS); }
public override void Start(RAIN.Core.AI ai) { base.Start(ai); control = GameObject.Find("GameControl").GetComponent <GameControlScript> (); ctrlSound = GameObject.Find("unitychan_dynamic_locomotion").GetComponent <MultiSound>(); }
public override ActionResult Execute(RAIN.Core.AI ai) { Debug.Log("Fraco"); return(ActionResult.SUCCESS); }
public override void Start(RAIN.Core.AI ai) { base.Start(ai); _lastRunning = 0; }
public override ActionResult Execute(RAIN.Core.AI ai) { ai.Body.audio.Play(); return(ActionResult.SUCCESS); }
public override void Start(RAIN.Core.AI ai) { base.Start(ai); builderScript = ai.Body.GetComponent <Builder>(); gatherRate = builderScript.gatherRate; }
public override ActionResult Execute(RAIN.Core.AI ai) { FindBestCoverPoint(ai); return(ActionResult.SUCCESS); }
public override ActionResult Execute(RAIN.Core.AI ai) { GameObject.Destroy(ai.Body); return(ActionResult.SUCCESS); }
public override void Start(RAIN.Core.AI ai) { base.Start(ai); player = GameObject.FindGameObjectWithTag("player").transform; playerRigid = player.GetComponent <Rigidbody>(); }
public override void Start(RAIN.Core.AI ai) { base.Start(ai); target = ai.WorkingMemory.GetItem <GameObject>("target"); //Debug.Log(ai.Body.name + " : SELECT TARGET "); }
public override ActionResult Execute(RAIN.Core.AI ai) { updateFutureLocation(ai); return(ActionResult.SUCCESS); }
public override ActionResult Execute(RAIN.Core.AI ai) { ai.WorkingMemory.SetItem <float>("moveSpeed", 0); return(ActionResult.SUCCESS); }
public override void Start(RAIN.Core.AI ai) { base.Start(ai); GameObject.Find("Cannon").GetComponentInChildren <shot_script>().Shoot(); GameObject.Find("Cannon (1)").GetComponentInChildren <shot_script>().Shoot(); }
public override ActionResult Execute(RAIN.Core.AI ai) { //Debug.Log ("Hola soy la accion de la pelota"); ai.Body.GetComponent <Enemigo> ().createBall(); return(ActionResult.SUCCESS); }
public override void Start(RAIN.Core.AI ai) { //ai.WorkingMemory.SetItem<bool> ("moving", true); base.Start(ai); }
public override void Start(RAIN.Core.AI ai) { base.Start(ai); // Debug.Log(ai.Body.name + " : ifGuide "); }
public override void Stop(RAIN.Core.AI ai) { //enemyshoot.canShoot = true; base.Stop(ai); }
public override void Stop(RAIN.Core.AI ai) { base.Stop(ai); }
public override void Start(RAIN.Core.AI ai) { enemyshoot = ai.WorkingMemory.GetItem <EnemyBasic> ("enemyshoot"); base.Start(ai); }