// Use this for initialization void Start() { animator = GetComponent <Animator>(); npcMovement = GetComponent <NPCMovement>(); npcAttack = GetComponent <NPCAttack>(); npcVision = GetComponent <NPCVision>(); HitColliders = GetComponentsInChildren <DamageZone>(); PlayerController = FindObjectOfType <PlayerController>(); ActivateHitColliders(); }
private void OnSceneGUI() { NPCVision visionDector = (NPCVision)target; Handles.color = Color.white; Handles.DrawWireArc(visionDector.transform.position, Vector3.up, Vector3.forward, 360, visionDector.ViewRadius); Vector3 viewAngleA = visionDector.DirectionFromAngle(-visionDector.ViewAngle / 2, false); Vector3 viewAngleB = visionDector.DirectionFromAngle(visionDector.ViewAngle / 2, false); Handles.DrawLine(visionDector.transform.position, visionDector.transform.position + viewAngleA * visionDector.ViewRadius); Handles.DrawLine(visionDector.transform.position, visionDector.transform.position + viewAngleB * visionDector.ViewRadius); Handles.color = Color.red; }
private void OnEnable() { animator = GetComponent <Animator>(); npcMovement = GetComponent <NPCMovement>(); npcAttack = GetComponent <NPCAttack>(); npcVision = GetComponent <NPCVision>(); NPCMovement.ActivateNavAgent(); npcVision.enabled = true; HitColliders = GetComponentsInChildren <DamageZone>(); PlayerController = FindObjectOfType <PlayerController>(); ActivateHitColliders(); Dead = false; }
private void Start() { enimies = enimies + 1; //Chaneded Here player = GameObject.FindGameObjectWithTag("Player"); playerHealth = player.GetComponent <PlayerStats>(); animator = GetComponent <Animator>(); chest = animator.GetBoneTransform(HumanBodyBones.Chest); source = GetComponent <AudioSource>(); navMeshAgent = GetComponent <NavMeshAgent>(); aiControl = GetComponent <AIControl>(); vision = GetComponentInChildren <NPCVision>(); hitFXManager = GetComponent <HitFXManager>(); states = GetComponent <NPCStates>(); visibilityCheckObject = new GameObject(); visibilityCheckObject.name = this.name + " visibilityCheckObject"; visibilityCheckObject.AddComponent <SphereCollider>().radius = 0.3f; visibilityCheckObject.GetComponent <SphereCollider>().enabled = false; foreach (Collider collider in GetComponentsInChildren <Collider>()) { collider.enabled = false; } foreach (Rigidbody rigidbody in GetComponentsInChildren <Rigidbody>()) { rigidbody.isKinematic = true; } GetComponent <Rigidbody>().isKinematic = false; GetComponent <Collider>().enabled = true; StartCoroutine(CheckFriends()); //Set own position as NavMesh target on start desiredPosition = transform.position; //Controller variables m_Rigidbody = GetComponent <Rigidbody>(); m_Capsule = GetComponent <CapsuleCollider>(); m_CapsuleHeight = m_Capsule.height; m_CapsuleCenter = m_Capsule.center; m_Rigidbody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ; m_OrigGroundCheckDistance = m_GroundCheckDistance; }