public AlertedWander(ref GlobalBlackboard _globalblackboard, ref Guardblackboard _guardblackboard, ref NavMeshAgent _navAgent, float _searchRadius) { globalBlackboard = _globalblackboard; guardblackboard = _guardblackboard; navAgent = _navAgent; searchRadius = _searchRadius; }
public CheckState(ref Guardblackboard _guardblackboard, Guardblackboard.GuardState _guardState, ref NavMeshAgent _navAgent) { guardBlackboard = _guardblackboard; guardState = _guardState; navAgent = _navAgent; }
public SetSearchZone(ref Guardblackboard _guardblackboard, ref GlobalBlackboard _globalblackboard, ref NavMeshAgent _navAgent, float _radius) { guardblackboard = _guardblackboard; globalBlackboard = _globalblackboard; navAgent = _navAgent; searchRadius = _radius; }
public WaitForTime(ref Guardblackboard _guardblackboard, float _time, ref NavMeshAgent _navAgent) { guardblackboard = _guardblackboard; time = _time; guardblackboard.conversationTimer = time; navAgent = _navAgent; }
private void Awake() { detectionZone = GetComponent <SphereCollider>(); guardBlackboard = GetComponent <Guardblackboard>(); globalBlackboard = FindObjectOfType <GlobalBlackboard>(); player = GameObject.FindGameObjectWithTag("Player"); }
private void Awake() { guardBlackboard = GetComponent <Guardblackboard>(); globalBlackboard = FindObjectOfType <GlobalBlackboard>(); navAgent = GetComponent <NavMeshAgent>(); // Initialise the tree aiRoot = InitializeBehaviourTree(); }
public PickLocation(ref Guardblackboard _guardblackboard, ref NavMeshAgent _navAgent, GameObject _character) { guardBlackboard = _guardblackboard; navAgent = _navAgent; character = _character; patrolLocations = guardBlackboard.patrolLocations; destination = Random.Range(0, patrolLocations.Length); guardBlackboard.destination = patrolLocations[destination].transform.position; }
public override Status Tick() { Guardblackboard friendlyBlackboard = guardBlackboard.nearbyFriendly.GetComponent <Guardblackboard>(); if (friendlyBlackboard.triedToConverse) { Debug.Log("Friendly cannot converse"); guardBlackboard.nearbyFriendly = null; return(Status.FAILURE); } Debug.Log("Friendly can converse"); guardBlackboard.triedToConverse = true; friendlyBlackboard.triedToConverse = true; return(Status.SUCCESS); }
public LookAt(ref Guardblackboard _guardblackboard) { guardblackboard = _guardblackboard; }
public CanFriendlyConverse(ref Guardblackboard _guardBlackboard) { guardBlackboard = _guardBlackboard; }
public CheckRange(ref Guardblackboard _guardblackboard, float _range) { guardblackboard = _guardblackboard; range = _range; }
public Move(ref Guardblackboard _guardblackboard, ref NavMeshAgent _navAgent) { guardBlackboard = _guardblackboard; navAgent = _navAgent; }
public CanConverse(ref Guardblackboard _guardblackboard) { guardBlackboard = _guardblackboard; }
public CombatPickLocation(ref Guardblackboard _guardblackboard, ref NavMeshAgent _navAgent, ref GlobalBlackboard _globalblackboard) { guardblackboard = _guardblackboard; globalBlackboard = _globalblackboard; navAgent = _navAgent; }
public IsFriendlyNear(ref Guardblackboard _guardblackboard, ref GlobalBlackboard _globalblackboard) { guardBlackboard = _guardblackboard; globalBlackboard = _globalblackboard; }