Exemplo n.º 1
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 public AIStateAlert(ArtificialIntelligence brains, float searchDistance, float alertTime) : base(brains)
 {
     _searchDistance = searchDistance;
     _alertTime      = alertTime;
     State           = EAIState.Alert;
     _timeInState    = alertTime;
     _player         = GameObject.FindObjectOfType <Core.Characters.Player.PlayerBehaviour>();
 }
Exemplo n.º 2
0
        public override void OnEnter()
        {
            base.OnEnter();
            PlayerQuirks.Attacked = true;
            var _guardBrains = (GuardBrains)_masterBrain;

            _masterBrain.StatusText.text = _guardBrains.AttackStrings[Random.Range(0, _guardBrains.WanderingStrings.Length)];
            _sound = ((GuardBrains)_masterBrain).AngerSound;
            AudioSource.PlayClipAtPoint(_sound, _masterBrain.transform.position, 1f);
            _player = PlayerBehaviour.CurrentPlayer;
            _player.GetComponent <StressAffector>().DemandTickTime *= 0.8f;
        }
Exemplo n.º 3
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        public AIStateWandering(ArtificialIntelligence brains, float searchDistance, Transform pathRoot, Image suspentionBar) : base(brains)
        {
            _searchDistance = searchDistance;
            State           = EAIState.Wandering;

            _movementController = new SequentialMovement(pathRoot.GetComponentsInChildren <Transform>(),
                                                         _masterBrain.MovableObject,
                                                         true);
            _bellCreepy    = Resources.Load <AudioClip>("Sounds/bellCreepy");
            _whispering    = Resources.Load <AudioClip>("Sounds/whisper");
            _effect        = GameObject.FindObjectOfType <NoiseEffect>();
            _player        = GameObject.FindObjectOfType <PlayerBehaviour>();
            _suspentionBar = suspentionBar;
            _guardBrains   = (GuardBrains)brains;
        }
Exemplo n.º 4
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 private void OnEnable()
 {
     _player = this;
 }
Exemplo n.º 5
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 private void OnEnable()
 {
     _animator = GetComponentInChildren <AnimateSpriteSheet>();
     _player   = this;
 }