Inheritance: UnityEngine.MonoBehaviour
Exemplo n.º 1
0
 // Use this for initialization
 void Start()
 {
     controller = enemy.GetComponent<UnityStandardAssets.Characters.ThirdPerson.AICharacterControl> ();
     enemy.GetComponent<GrabbedGuy> ().gameMaster = gameMaster;
     if (!enabled)
         return;
 }
Exemplo n.º 2
0
        public void Shoot()
        {
            AICharacterControl[] targets = GameObject.FindObjectsOfType <AICharacterControl>();
            AICharacterControl   target  = null;

            foreach (AICharacterControl t in targets)
            {
                if (!t.GetComponent <AICharacterControl>().dead)
                {
                    target = t;
                }
            }

            if (target == null)
            {
                return;
            }

            if (Vector3.Distance(this.transform.position, target.transform.position) < range)
            {
                int random = Random.Range(0, 9);
                if (random < 4)
                {
                    Debug.Log("Ally killed an Enemy");
                    target.OnBeingShot();
                }
            }
        }
Exemplo n.º 3
0
 void Awake()
 {
     if (hitpoints == 0)
     {
         hitpoints = 1;
     }
     charScript        = gameObject.GetComponent <AICharacterControl>();
     charScript.target = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform>();
     audioManager      = GameObject.FindObjectOfType <AudioManager> ();
 }
Exemplo n.º 4
0
        // Use this for initialization
        void Start()
        {
            //NavMeshAgent navMeshAgent = gameObject.GetComponent<NavMeshAgent>();
            activeWaypoint = 0;
            control        = gameObject.GetComponent <AICharacterControl>();
            control.target = waypoints[activeWaypoint].transform;
            count          = waypoints.Length;

            if (player == null)
            {
                player = GameObject.FindGameObjectWithTag("Player").transform;
            }
        }
Exemplo n.º 5
0
    // Use this for initialization
    void Start()
    {
        monkayAttachedToBack = false;

        settings = GetComponent <PlayerControlSettings>();

        currSChCSA  = switchCharactersCameraSpeedAcceleration;
        currSChLAtA = switchCharactersLookAtAcceleration;

        monkayAI = monkay.character.GetComponent <UnityStandardAssets.Characters.ThirdPerson.AICharacterControl>();

        switchingChars = false;
        currentChar    = orphan;

        SwitchCharacters();
        SwitchCharacters();

        ChangeState(monkay, MonkayState.following);
    }
Exemplo n.º 6
0
        public void Spawn(bool isPC)
        {
            this.isAI = !isPC;
            NavMeshAgent       naver = GetComponent <NavMeshAgent>();
            AICharacterControl aier  = GetComponent <AICharacterControl>();

            if (isAI)
            {
                naver.enabled = true;
                aier.enabled  = true;
                this.enabled  = false;
            }
            else
            {
                naver.enabled = false;
                aier.enabled  = false;
                this.enabled  = true;
            }
        }
Exemplo n.º 7
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)
        {
            AICharacterControl characterController = GameObject.Find("Ethan").GetComponent <AICharacterControl>();

            // Do this when the last action begins
            if (characterController.actionQueue.Count == 0)
            {
                characterController.nextAction = null;
                animator.SetBool("actionToWalk", false);
            }

            if (characterController.nextAction.name == "Put down left")
            {
                characterController.willPutDownLeftObject = true;
            }
            if (characterController.nextAction.name == "Put down right")
            {
                characterController.willPutDownRightObject = true;
            }
        }
Exemplo n.º 8
0
        // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
        //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
        //
        //}

        // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
        override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
        {
            AICharacterControl characterController = GameObject.Find("Ethan").GetComponent <AICharacterControl>();

            characterController.actionStarted = false;
            animator.SetInteger("nextAction", 0);

            // If the character is about to put down the object, detach it from the hand
            if (characterController.willPutDownLeftObject)
            {
                characterController.leftObject.transform.parent   = null;
                characterController.leftObject.transform.position =
                    characterController.allObjects[characterController.leftObject.name].position;
                characterController.leftObject.transform.rotation =
                    Quaternion.Euler(characterController.allObjects[characterController.leftObject.name].rotation);

                characterController.leftObject            = null;
                characterController.willPutDownLeftObject = false;
            }
            if (characterController.willPutDownRightObject)
            {
                characterController.rightObject.transform.parent   = null;
                characterController.rightObject.transform.position =
                    characterController.allObjects[characterController.rightObject.name].position;
                characterController.rightObject.transform.rotation =
                    Quaternion.Euler(characterController.allObjects[characterController.rightObject.name].rotation);

                characterController.rightObject            = null;
                characterController.willPutDownRightObject = false;
            }

            // Set the location of the next action as the character's destination
            if (characterController.actionQueue.Count > 0)
            {
                characterController.nextAction           = characterController.actionQueue.Dequeue();
                characterController.navAgent.destination = characterController.nextAction.location;
                characterController.navAgent.Resume();

                Debug.Log("next action = " + characterController.nextAction.name);
            }
        }
Exemplo n.º 9
0
 // Use this for initialization
 void Start()
 {
     targetManager = GameObject.FindObjectOfType <TargetManager>().GetComponent <TargetManager>();
     aicc          = GetComponent <UnityStandardAssets.Characters.ThirdPerson.AICharacterControl>();
     allyShoot     = GetComponent <AllyShoot>();
 }
Exemplo n.º 10
0
 // Use this for initialization
 void Start()
 {
     aicc = GetComponent <UnityStandardAssets.Characters.ThirdPerson.AICharacterControl>();
 }
Exemplo n.º 11
0
 private void Start()
 {
     ThisUnit = SO1.GameMaster.AI.NewAI(AI.Elements.Fire);
     PBS      = gameObject.GetComponent <UnityStandardAssets.Characters.ThirdPerson.AICharacterControl>();
 }
 void Start()
 {
     ai = NPC.GetComponent<AICharacterControl>();
     mouseTarget = new GameObject();
 }
Exemplo n.º 13
0
 public void AddToList(AICharacterControl ai)
 {
     ListAI.Add(ai);
 }
Exemplo n.º 14
0
 // Use this for initialization
 void Start()
 {
     this.tag = "Enemy";
     anim     = GetComponent <Animator>();
     ai       = GetComponentInParent <AICharacterControl>();
 }
Exemplo n.º 15
0
 // Use this for initialization
 void Start()
 {
     characterController = GameObject.Find("Ethan").GetComponent <AICharacterControl>();
     light = GameObject.Find("Light").GetComponent <Light>();
 }
Exemplo n.º 16
0
 // Start is called before the first frame update
 void Start()
 {
     active      = false;
     selfLargeAI = GetComponent <AICharacterControl>();
     TargetCube();
 }
Exemplo n.º 17
0
 // Use this for initialization
 void Start()
 {
     aiCharacterControl    = GetComponent <AICharacterControl> ();
     zombieAnimator        = GetComponent <Animator> ();
     zombieAnimator.avatar = avatarWalk;
 }
Exemplo n.º 18
0
    void SetupAI(bool on)
    {
        GetComponent<NavMeshAgent>().enabled = on;

        if(_AIController == null) {
            if(GetComponent<UnityStandardAssets.Characters.ThirdPerson.AICharacterControl>() == null)
                gameObject.AddComponent<UnityStandardAssets.Characters.ThirdPerson.AICharacterControl>();

            _AIController = GetComponent<UnityStandardAssets.Characters.ThirdPerson.AICharacterControl>();
        }

        _AIController.enabled = on;

        //		if(GameManager.CurrentSceneName == WorkSceneName){
        //			SetDestination(Wdefault);
        //		} else {
        //
        //			if(GameManager.CurrentSceneName == HomeSceneName){
        //				SetDestination(Wdefault);
        //			} else {
                SetRandomDestination();
        //			}
        //		}
    }
Exemplo n.º 19
0
 // Use this for initialization
 void Start()
 {
     AIPlayerTargetScript = GetComponent <UnityStandardAssets.Characters.ThirdPerson.AICharacterControl>();
 }