void Start() { resources = GetComponent <PlayerResources>(); noDrillMask = ~LayerMask.GetMask("Player"); baseCooldown = drillAttackCooldown.Frequency; aiMovement = GetComponent <AiMovement>(); }
private void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("PatrolTurnPoint")) { currentMovement = Turn(); } }
// Use this for initialization void Start() { while (sidekick == null) { sidekick = GameObject.FindGameObjectWithTag(Constants.Tags.SideKick); // Debug.Log(sidekick); } sidekickMovement = sidekick.GetComponent <AiMovement>(); while (player == null) { player = GameObject.FindGameObjectWithTag(Constants.Tags.Player); // Debug.Log(player); } if (UseObstacle) { obstacle = GameObject.FindGameObjectWithTag("Obstacle"); obstacle.GetComponent <NavMeshObstacle>().enabled = false; } speech = GameObject.FindGameObjectWithTag(Constants.Tags.SpeechCanvas).GetComponent <InteractableSpeechBubble>(); //sidekick.GetComponent<SidekickControls>().enabled = false; //sidekick.GetComponent<SidekickControls>().enabled = false; //sidekick.GetComponent<SidekickControls>().enabled = false; }
private bool _canMove = false; // allowing player to move // Use this for initialization void Start() { _agent = GetComponent <NavMeshAgent>(); _ai = GetComponent <AiMovement>(); // _uiControl = GameObject.FindGameObjectWithTag(Constants.Tags.GameUI).GetComponent<UiController>(); movementLight = (GameObject)Instantiate(MovementLight, Vector3.zero, Quaternion.identity); }
private void Start() { MapGroundCheckers(); MapHandsInteractions(); characterController = GetComponent <CharacterController>(); currentMovement = PickMovement(); turnChecker.LeftSurface += () => { currentMovement = Turn(); }; }
private void OnHandCollisionEnter2D(Collision2D other) { if (!other.gameObject.CompareTag("Level Tiles")) { return; } currentMovement = Turn(); }
//float speed; void Start() { _ai = GameObject.FindGameObjectWithTag(Constants.Tags.SideKick).GetComponent <AiMovement>(); _player = GameObject.FindGameObjectWithTag(Constants.Tags.Player).GetComponent <NavMeshAgent>(); _sideKickAgent = GameObject.FindGameObjectWithTag(Constants.Tags.SideKick).GetComponent <NavMeshAgent>(); _playerMovementScript = GameObject.FindGameObjectWithTag(Constants.Tags.Player).GetComponent <PlayerMovement>(); _playerMovementScript.enabled = PlayerCanAct; GoToNextWaypoint(); }
//float speed; void Start() { _ai = GameObject.FindGameObjectWithTag(Constants.Tags.SideKick).GetComponent<AiMovement>(); _player = GameObject.FindGameObjectWithTag(Constants.Tags.Player).GetComponent<NavMeshAgent>(); _sideKickAgent = GameObject.FindGameObjectWithTag(Constants.Tags.SideKick).GetComponent<NavMeshAgent>(); _playerMovementScript = GameObject.FindGameObjectWithTag(Constants.Tags.Player).GetComponent<PlayerMovement>(); _playerMovementScript.enabled = PlayerCanAct; GoToNextWaypoint(); }
// 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) { Vector2 aim = new Vector2(animator.GetFloat(aimCode + "X"), animator.GetFloat(aimCode + "Y")); movementSpeed = animator.GetFloat(speedCode); movement = animator.GetComponentInParent <AiMovement>(); movement.SetRotationPoint(aim); directionOfMove = (aim - (Vector2)movement.transform.position).normalized * movementSpeed; }
public override void Start() { base.Start(); spriteRenderer = GetComponent <SpriteRenderer>(); enemyAttack = gameObject.GetComponent <AiAttack>(); enemyMovement = gameObject.GetComponent <AiMovement>(); colliderList = gameObject.GetComponentsInChildren <Collider2D>(); dataToPassBetweenScenes = GameObject.FindGameObjectWithTag("PassData").GetComponent <DataToPassBetweenScenes>(); player = GameObject.Find("MyCharacter"); }
void Start() { playerRigidBody = player.GetComponent <Rigidbody2D>(); playerMovement = player.GetComponent <PlayerMovement>(); playerDrill = player.GetComponent <PlayerDrill>(); playerSpriteRenderer = player.GetComponent <SpriteRenderer>(); aiRigidBody = ai.GetComponent <Rigidbody2D>(); aiMovement = ai.GetComponent <AiMovement>(); aiDrill = ai.GetComponent <AiDrill>(); }
public void Init() { Movement = new AiMovement(this, player); Shoot = new AiShoot(this, player); Evade = new AiEvade(this, player); Item = new AiMapItem(this, player); debug = new AiDebug(this, player); game.PlayerManager.OnAllPlayersAdded.AddAction(() => DoInTime(InvokeEvaluateGoals, 1)); isInited = true; }
new private void Start() { base.Start(); mind = GetComponentInParent <AiUnitMind>(); if (mind) { mind.enabled = false; } movement = GetComponentInParent <AiMovement>(); if (movement) { movement.enabled = false; } }
private void SetMovement(AiMovement movement) { switch (movement) { case AiMovement.Left: characterController.Left(); break; case AiMovement.Right: characterController.Right(); break; case AiMovement.Stop: characterController.Right(); // characterController.Stop(); break; } }
// Use this for initialization void Start() { _sideKick = GameObject.FindGameObjectWithTag(Constants.Tags.SideKick); _sideKickAgent = _sideKick.GetComponent <NavMeshAgent>(); _sideKickMovement = _sideKick.GetComponent <AiMovement>(); _player = GameObject.FindGameObjectWithTag(Constants.Tags.Player); _sidekickPickupHandler = _sideKick.GetComponent <PickupHandler>(); var db = GameObject.FindGameObjectWithTag(Constants.Tags.DatabaseManager); if (db != null) { _dbManager = db.GetComponent <DatabaseManager>(); } else { Debug.Log("No dbmanager in scene!! - Problem?"); } }
public override void executeMovement(GameObject target_reference, GameObject active_npc) { if (withinPerception(target_reference, active_npc)) { Debug.Log("omw"); Vector3 last_pos = active_npc.transform.position; active_npc.transform.position = AiMovement.kinematicArrive( target_reference, active_npc, 1.0f, a_speed, t2t); active_npc.transform.eulerAngles = AiMovement.changeLookAngle(target_reference, active_npc); aid.last_recorded_velocity = (active_npc.transform.position - last_pos).magnitude; } else { Debug.Log("--------out"); aid.last_recorded_velocity = 0; aid.fully_rotated = false; } }
protected void Start() { if (!fraction) { fraction = GetComponent <AiFraction>(); } if (!health) { health = GetComponent <HealthController>(); } if (!mind) { mind = GetComponent <AiUnitMind>(); } if (!movement) { movement = GetComponent <AiMovement>(); } }
public override void executeMovement(GameObject target_reference, GameObject active_npc) { float seperation = (target_reference.transform.position - active_npc.transform.position).magnitude; if (seperation < a_seperation) { active_npc.transform.position = new Vector3( active_npc.transform.position.x + a_seperation / 2, active_npc.transform.position.y, active_npc.transform.position.z); } else if (aid.fully_rotated == true) { Vector3 last_pos = active_npc.transform.position; active_npc.transform.position = AiMovement.kinematicFlee( target_reference, active_npc, 1.0f, max_speed, 5.0f); active_npc.transform.eulerAngles = AiMovement.changeLookAngle_Flee(target_reference, active_npc); aid.last_recorded_velocity = (active_npc.transform.position - last_pos).magnitude; } else { Vector3 diff = -(target_reference.transform.position - active_npc.transform.position); Vector3 diff_norm = -(target_reference.transform.position - active_npc.transform.position).normalized; active_npc.transform.eulerAngles = AiMovement.changeLookAngle(target_reference, active_npc); float move_sens = 0.3f; if ( Mathf.Abs(diff_norm.x - active_npc.transform.forward.x) < move_sens && Mathf.Abs(diff_norm.z - active_npc.transform.forward.z) < move_sens ) { aid.fully_rotated = true; } } }
public void SpawnEnemy(int enemyOption = 0, int indexSpawnPosition = 0) { #region Paremeter_Fixing if (enemyOption > optionsOfEnemies.Count) { enemyOption = optionsOfEnemies.Count - 1; } if (enemyOption < 0) { enemyOption = 0; } if (indexSpawnPosition > spawnPositions.Count) { indexSpawnPosition = spawnPositions.Count - 1; } if (indexSpawnPosition < 0) { indexSpawnPosition = 0; } #endregion #region Handle_Error_Cases if (spawnPositions.Count == 0) { return; } if (optionsOfEnemies.Count == 0) { return; } #endregion Vector3 decidedPosition = spawnPositions[indexSpawnPosition]; GameObject enemy = Instantiate(optionsOfEnemies[enemyOption], decidedPosition, Quaternion.identity, transform); AiMovement movment = enemy.GetComponent <AiMovement>(); movment.transformParentForPointsToGoTo = pointsToRespawnOn; movment.CheckParentFotPointsToGoTo(); }
public override void executeMovement(GameObject target_reference, GameObject active_npc) { var seperation = Vector3.Distance(target_reference.transform.position, active_npc.transform.position); if (seperation < a_seperation / 1.2) { active_npc.transform.position = target_reference.transform.position; aid.in_contact = true; } else if (aid.fully_rotated) { Vector3 last_pos = active_npc.transform.position; active_npc.transform.position = AiMovement.kinematicSeek( target_reference, active_npc, 1.0f, max_speed); active_npc.transform.eulerAngles = AiMovement.changeLookAngle(target_reference, active_npc); aid.last_recorded_velocity = (active_npc.transform.position - last_pos).magnitude; } else { Vector3 diff = (target_reference.transform.position - active_npc.transform.position); Vector3 diff_norm = (target_reference.transform.position - active_npc.transform.position).normalized; active_npc.transform.eulerAngles = AiMovement.changeLookAngle(target_reference, active_npc); float move_sens = 0.2f; if ( Mathf.Abs(diff_norm.x - active_npc.transform.forward.x) < move_sens && Mathf.Abs(diff_norm.z - active_npc.transform.forward.z) < move_sens ) { aid.fully_rotated = true; } } }
new private void Start() { base.Start(); movement = GetComponentInParent <AiMovement>(); _transform = transform; }
private void Awake() { movement = this.GetComponent <AiMovement> (); }
void Awake() { instance = this; }
new protected void Start() { base.Start(); movement = GetComponentInParent <AiMovement>(); }
public void setMovementScript(AiMovement move) { this.aiMovement = move; }
private void Start() { _animator = GetComponent <Animator>(); _rigidbody = GetComponent <Rigidbody2D>(); _aiMovement = GetComponent <AiMovement>(); }
// Use this for initialization void Start() { while (sidekick == null) { sidekick = GameObject.FindGameObjectWithTag(Constants.Tags.SideKick); // Debug.Log(sidekick); } sidekickMovement = sidekick.GetComponent<AiMovement>(); while (player == null) { player = GameObject.FindGameObjectWithTag(Constants.Tags.Player); // Debug.Log(player); } if (UseObstacle) { obstacle = GameObject.FindGameObjectWithTag("Obstacle"); obstacle.GetComponent<NavMeshObstacle>().enabled = false; } speech = GameObject.FindGameObjectWithTag(Constants.Tags.SpeechCanvas).GetComponent<InteractableSpeechBubble>(); //sidekick.GetComponent<SidekickControls>().enabled = false; //sidekick.GetComponent<SidekickControls>().enabled = false; //sidekick.GetComponent<SidekickControls>().enabled = false; }