Exemplo n.º 1
0
    public void findRangeForSound()
    {
        bool              playerFound   = false;
        GameObject        closestObject = null;
        List <GameObject> targets       = detector.getNearByObjects();

        if (targets.Count > 0)
        {
            closestObject = targets[0];
            float closestDist = Vector3.Distance(closestObject.transform.position, this.transform.position);
            foreach (GameObject current in targets)
            {
                if (current.tag == "Player")
                {
                    playerFound  = true;
                    source.pitch = Random.Range(lowPitchRange, highPitchRange);
                    float Vol = Vector3.Distance(current.transform.position, this.transform.position) * distToVol;
                    source.PlayOneShot(Behemoth_Growl_Low_Groam_01, Vol);
                    //source.Play();
                }
            }
        }
        else
        {
            playerFound = false;
        }
        if (playerFound == false)
        {
            source.Stop();
        }
    }
Exemplo n.º 2
0
    //uses the objects found by the animal's detector object and finds the closest one
    //If it finds a player it will always be the closest object regardless.
    //So animals will join teams to fight the player
    public GameObject findClosestTarget()
    {
        GameObject        closestObject = null;
        List <GameObject> targets       = detector.getNearByObjects();

        if (targets.Count > 0)
        {
            //assumes the closest object is the first one
            closestObject = targets[0];
            float closestDist = Vector3.Distance(closestObject.transform.position, this.transform.position);
            foreach (GameObject current in targets)
            {
                //if it's the player it will always take priority
                if (current.tag == "Player")
                {
                    return(current);
                }
                float distance = Vector3.Distance(current.transform.position, this.transform.position);
                if (distance < closestDist)
                {
                    closestObject = current;
                    closestDist   = distance;
                }
            }
        }
        return(closestObject);
    }