public CircularWaypointMotionProvider(AIPath path, AIDestinationSetter destinationSetter, Transform self, IEnumerable <Transform> waypoints) : base(path, destinationSetter, self, waypoints) { }
private void Awake() { AIPath = GetComponent <AIPath>(); DestinationSetter = GetComponent <AIDestinationSetter>(); }
// Use this for initialization void Start() { attacker = GameObject.FindWithTag(Tags.Attacker); charger = GameObject.FindWithTag(Tags.Charger); destinationSetter = GetComponent <AIDestinationSetter> (); }
public ChaseHandler(Animator animator, Rigidbody2D rb, Transform transform, float speed, AIDestinationSetter _pathfinder) { enemyAnimator = animator; enemyRigidBody = rb; enemyTransform = transform; enemySpeed = speed; pathfinder = _pathfinder; }
void Start() { player = GameObject.Find("Player"); ai = GetComponent <AIPath>(); destinationSetter = GetComponent <AIDestinationSetter>(); }
void Start() { destinationSetter = GetComponent <AIDestinationSetter>(); aiPath = GetComponent <AIPath>(); // InitializeSettings(); // todo: find out why this line doesnt work }
protected WaypointMotionProvider(AIPath path, AIDestinationSetter destinationSetter, Transform self, IEnumerable <Transform> waypoints) : base(path, destinationSetter, self) { Threshold = 0.1f; _waypoints = waypoints?.ToArray(); }
// Use this for initialization void Awake() { controller = GetComponent <GameController>(); destSetter = player.GetComponent <AIDestinationSetter>(); nearTarget = false; }
private void Awake() { _aiDestinationSetter = GetComponent <AIDestinationSetter>(); Power = _power; _rb = GetComponent <Rigidbody2D>(); }
// Start is called before the first frame update void Start() { aIDestinationSetter = GetComponent <AIDestinationSetter>(); }
void Awake() { destinationSetter = GetComponent <AIDestinationSetter>(); }
// Start is called before the first frame update void Start() { destinationSetter = GetComponent <AIDestinationSetter>(); aIPath = GetComponent <AIPath>(); }
public override void OnReset() { Target.Value = null; destinationSetter = null; }
// Start is called before the first frame update void Start() { keyObject = Instantiate(keyPrefab, transform.position, Quaternion.Euler(0f, 0f, 0f)); keyTargetScript = keyObject.GetComponent <AIDestinationSetter>(); keyTargetScript.target = transform; }
private void Start() { ds = GetComponent <AIDestinationSetter>(); }
public override void OnReset() { Target.Value = null; StoppingDistance.Value = 0; destinationSetter = null; }
public AITargetForwarder(AIDestinationSetter aiDestinationSetter, AITargetScanner aiTargetScanner) { _aiDestinationSetter = aiDestinationSetter; _aiTargetScanner = aiTargetScanner; }
// Start is called before the first frame update void Start() { destinationSetter = GetComponent <AIDestinationSetter>(); player = GameObject.FindGameObjectWithTag("Player"); destinationSetter.target = player.transform; }
private void Start() { destinationSetter = GetComponent <AIDestinationSetter>(); aiPath = GetComponent <AIPath>(); embodimentAnimator = GetComponentInChildren <Animator>(); }
private void Start() { m_setter = GetComponent <AIDestinationSetter>(); StartCoroutine(LookForPlayer()); }
void Start() { seeker = GetComponent <Seeker>(); target = GetComponent <AIDestinationSetter>(); }
// Start is called before the first frame update void Start() { aids = GetComponent <AIDestinationSetter>(); aids.target = FindObjectOfType <Player>().transform; }
// Update is called once per frame void Update() { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit, Mathf.Infinity, MouseLayerMask)) { currentMousePoint = hit.point; #region Visszavonások if (GUISetup.GhostActive) { return; } #endregion //Store point at mouse button down if (Input.GetMouseButtonDown(0)) { if (EventSystem.current.IsPointerOverGameObject()) { EndModes(); } mouseDownPoint = hit.point; TimeLeftBeforeDeclareDrag = TimeLimitBeforeDeclareDrag; MouseDragStart = Input.mousePosition; StartedDrag = true; #region CommandRegion if (MoveMode) { for (int i = 0; i < CurrentlySelectedUnits.Count; i++) { AIDestinationSetter setter = (CurrentlySelectedUnits[i] as GameObject).GetComponent <AIDestinationSetter>(); if (hit.collider.gameObject.layer == LayerMask.NameToLayer("Unit")) { setter.target = hit.collider.gameObject.transform; } else { setter.ai.destination = mouseDownPoint; } setter.ai.isStopped = false; } MoveMode = false; } if (AttackMode) { for (int i = 0; i < CurrentlySelectedUnits.Count; i++) { AIDestinationSetter setter = (CurrentlySelectedUnits[i] as GameObject).GetComponent <AIDestinationSetter>(); if (hit.collider.gameObject.layer == LayerMask.NameToLayer("Unit")) { setter.target = hit.collider.gameObject.transform; } else { setter.ai.destination = mouseDownPoint; (CurrentlySelectedUnits[i] as GameObject).GetComponent <Unit>().aMove = true; } setter.ai.isStopped = false; } AttackMode = false; } if (RepairMode) { for (int i = 0; i < CurrentlySelectedUnits.Count; i++) { AIDestinationSetter setter = (CurrentlySelectedUnits[i] as GameObject).GetComponent <AIDestinationSetter>(); Unit unit = (CurrentlySelectedUnits[i] as GameObject).GetComponent <Unit>(); if (unit.isGatherer && hit.collider.gameObject.layer == LayerMask.NameToLayer("Unit") && !Game.players.Where(x => x.empireName.Equals(unit.Owner)).SingleOrDefault().enemies.Contains(Game.players.Where(x => x.empireName.Equals(hit.collider.transform.GetComponent <Unit>().Owner)).SingleOrDefault())) { setter.target = hit.collider.gameObject.transform; setter.ai.isStopped = false; } } RepairMode = false; } #endregion } else if (Input.GetMouseButton(0)) { //If the user is not dragging, lets do the tests if (!UserIsDragging) { TimeLeftBeforeDeclareDrag = Time.deltaTime; if (TimeLeftBeforeDeclareDrag <= 0f || UserDraggingByPosition(MouseDragStart, Input.mousePosition)) { UserIsDragging = true; } } } else if (Input.GetMouseButtonUp(0)) { //User is dragging if (UserIsDragging) { FinishedDragOnThisFrame = true; } UserIsDragging = false; } //Mouse click if (!UserIsDragging) { //Debug.Log(hit.collider.name); #region Jobb klikk if (Input.GetMouseButtonDown(1) && !EventSystem.current.IsPointerOverGameObject()) { if (hit.collider.gameObject.layer == LayerMask.NameToLayer("Unit")) { SelectTargets(hit); } else if (hit.collider.gameObject.layer == LayerMask.NameToLayer("Resources")) { SelectGatherTargets(hit); } else if (hit.collider.name == "TerrainMain") { SelectRally(hit); RightClickPoint = hit.point; DeselectTargets(); } } #endregion // End of Terrain else { //Hitting other objects if (Input.GetMouseButtonUp(0) && DidUserClickLeftMouse(mouseDownPoint) && !EventSystem.current.IsPointerOverGameObject()) { //Is the user hitting a unit? if ((hit.collider.gameObject.GetComponent <Unit>() || hit.collider.gameObject.layer == LayerMask.NameToLayer("SelectMesh")) && hit.collider.transform.parent.parent.name == game.currentSolarSystem.Name) { Transform UnitGameObject; if (hit.collider.gameObject.layer == LayerMask.NameToLayer("SelectMesh")) { UnitGameObject = hit.collider.transform.parent.transform; } else { UnitGameObject = hit.collider.transform; } //Are we selecting a different object? if (!UnitAlreadyInCurrentySelectedUnits(UnitGameObject.gameObject)) { //If shift key is not down, remove the rest of the units if (!Common.ShiftKeysDown()) { DeselectGameObjectsIfSelected(); } GameObject SelectedObj = UnitGameObject.Find("Selected").gameObject; if (UnitGameObject.GetComponent <Unit>().Owner != Game.currentPlayer.empireName) { DeselectGameObjectsIfSelected(); SelectedObj.GetComponent <Projector>().material.color = Color.red; } else { SelectedObj.GetComponent <Projector>().material.color = Color.green; } SelectedObj.SetActive(true); //Add unit to currently selected units CurrentlySelectedUnits.Add(UnitGameObject.gameObject); //Change the unit selected value to true UnitGameObject.gameObject.GetComponent <Unit>().Selected = true; } else { //Unit is currently in the selected units arraylist //Remove the units if (Common.ShiftKeysDown()) { RemoveUnitFromCurrentlySelectedUnits(UnitGameObject.gameObject); } else if (!Common.ShiftKeysDown()) { DeselectGameObjectsIfSelected(); GameObject SelectedObj = UnitGameObject.Find("Selected").gameObject; if (UnitGameObject.GetComponent <Unit>().Owner != Game.currentPlayer.empireName) { SelectedObj.GetComponent <Projector>().material.color = Color.red; } else { SelectedObj.GetComponent <Projector>().material.color = Color.green; } SelectedObj.SetActive(true); UnitGameObject.gameObject.GetComponent <Unit>().Selected = true; //Add unit to currently selected units CurrentlySelectedUnits.Add(UnitGameObject.gameObject); } } } else { //If this object is not a unit if (!Common.ShiftKeysDown() && !EventSystem.current.IsPointerOverGameObject()) { DeselectGameObjectsIfSelected(); } } } } } else { if (Input.GetMouseButtonUp(0) && DidUserClickLeftMouse(mouseDownPoint) && !EventSystem.current.IsPointerOverGameObject()) { if (!Common.ShiftKeysDown()) { DeselectGameObjectsIfSelected(); } } } //End of dragging } //End of raycasthit if (CurrentlySelectedUnits.Count != 0) { CurrentlyFocusedUnit = CurrentlySelectedUnits[0] as GameObject; } else { CurrentlyFocusedUnit = null; } if (!Common.ShiftKeysDown() && StartedDrag && UserIsDragging) { DeselectGameObjectsIfSelected(); StartedDrag = false; } #region Csoport létrehozás if (CurrentlySelectedUnits.Count != 0 && (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl))) { for (int i = 1; i < 10; i++) { if (Input.GetKey(keyCodes[i - 1])) { Grouping[i] = new ArrayList(); for (int j = 0; j < CurrentlySelectedUnits.Count; j++) { if ((CurrentlySelectedUnits[j] as GameObject).GetComponent <Unit>().Owner == Game.currentPlayer.empireName) { Grouping[i].Add(CurrentlySelectedUnits[j]); } } Debug.Log(Grouping[i].Count); } } } #endregion #region Csoport kiválasztás if (GetAnyKey(keyCodes)) { for (int i = 1; i < 10; i++) { if (Input.GetKey(keyCodes[i - 1]) && Grouping[i] != null) { DeselectGameObjectsIfSelected(); for (int j = 0; j < Grouping[i].Count; j++) { CurrentlySelectedUnits.Add((Grouping[i])[j]); } } } Debug.Log(CurrentlySelectedUnits.Count); for (int j = 0; j < CurrentlySelectedUnits.Count; j++) { GameObject SelectedObj = CurrentlySelectedUnits[j] as GameObject; SelectedObj.GetComponent <Unit>().Selected = true; SelectedObj.transform.Find("Selected").gameObject.SetActive(true); Debug.Log(j + ". aktív"); } } #endregion Debug.DrawRay(ray.origin, ray.direction * 1000, Color.yellow); #region Dragbox variables if (UserIsDragging && currentMousePoint != Vector3.positiveInfinity) { BoxWidth = Camera.main.WorldToScreenPoint(mouseDownPoint).x - Camera.main.WorldToScreenPoint(currentMousePoint).x; BoxHeight = Camera.main.WorldToScreenPoint(mouseDownPoint).y - Camera.main.WorldToScreenPoint(currentMousePoint).y; BoxLeft = Input.mousePosition.x; BoxTop = (Screen.height - Input.mousePosition.y) - BoxHeight; if (Common.FloatToBool(BoxWidth)) { if (Common.FloatToBool(BoxHeight)) { BoxStart = new Vector2(Input.mousePosition.x, Input.mousePosition.y + BoxHeight); } else { BoxStart = new Vector2(Input.mousePosition.x, Input.mousePosition.y); } } else if (!Common.FloatToBool(BoxWidth)) { if (Common.FloatToBool(BoxHeight)) { BoxStart = new Vector2(Input.mousePosition.x + BoxWidth, Input.mousePosition.y + BoxHeight); } else { BoxStart = new Vector2(Input.mousePosition.x + BoxWidth, Input.mousePosition.y); } } BoxFinish = new Vector2(BoxStart.x + Mathf.Abs(BoxWidth), BoxStart.y - Mathf.Abs(BoxHeight)); } #endregion }
private void Awake() { mAnimator = GetComponent <Animator>(); mAIAgent = this.transform.parent.GetComponent <AIPath>(); DestinationSetter = this.transform.parent.GetComponent <AIDestinationSetter>(); }
private void OnEnable() { destinationSetter = GetComponent <AIDestinationSetter>(); path = GetComponent <AIPath>(); destinationSetter.target = GameObject.FindGameObjectWithTag("Player").transform; }
public DetectionSystem(Transform transform, Transform player1, Transform player2, float detectionRange, AIDestinationSetter pathfinder) { enemyTransform = transform; this.detectionRange = detectionRange; this.player1 = player1; this.player2 = player2; this.pathfinder = pathfinder; player1Variables = player1.GetComponent <Player>(); player2Variables = player2.GetComponent <Player>(); }
void Start() { this.seeker = GetComponent <Seeker>(); this.rb = GetComponent <Rigidbody2D>(); this.destinationSetter = this.GetComponent <AIDestinationSetter>(); }
// Use this for initialization override protected void onStart() { timeBtwShots = startTimeBtwShots; aiSetter = GetComponent <AIDestinationSetter>(); aiSetter.target = player; }
private void OnValidate() { destinationSetter = GetComponent <AIDestinationSetter>(); aIPath = GetComponent <AIPath>(); }
void Awake() { rb = GetComponent <Rigidbody2D>(); pathfind = GetComponent <AIDestinationSetter>(); hp = GetComponentInParent <EnemyHealth>(); }