private void Start() { this.owner = this.GetComponentInParent <T>(); this.agent = this.GetComponentInParent <PathfindingAgent>(); this.initializeReferences(); }
private void Start() { m_Total = m_Rows * m_Columns; m_Generator = new GeneticAlgorithm <int> (m_PopulationSize, m_Total, GetRandomInt, GetFitness, m_Elitism, m_MutationRate); m_Controller = FindObjectOfType <GridController> (); m_Agent = FindObjectOfType <PathfindingAgent> (); }
public static IEnumerator WaitAndReturn(PathfindingAgent agent, float duration = 1) { yield return(new WaitForSeconds(duration)); agent.transform.localScale = Vector3.one; agent.anim.SetTrigger("Walking"); agent.AssignTarget(agent.origin); }
public override void OnInspectorGUI() { DrawDefaultInspector(); PathfindingAgent pathFindingAgent = (PathfindingAgent)target; if (GUILayout.Button("Go to Target")) { pathFindingAgent.GoToTarget(); } }
public override void ConsiderActionWithNoEnemyInSight(CharacterBase self) { #region Agent Generic Cover Check IncreaseActionValuePerWallCoverLevel(self.occupiedTile, (int)Weighting.Light, (int)Weighting.Heavy, (int)Weighting.Feather); #endregion #region Agent Ally Proximity Check int nearbyAllies = PathfindingAgent.BreadthFirstAllySearch(self.occupiedTile); actionValue += nearbyAllies > 2 ? -(int)Weighting.Heavy : (int)Weighting.SuperHeavy; #endregion }
public bool fallNodes = true; /*true-- Allows the pathfinding agent to use 'fall' nodes*/ void Awake() { _controller = GetComponent <CharacterController2D>(); _box = GetComponent <BoxCollider2D>(); _pathAgent = GetComponent <PathfindingAgent>(); _ai = GetComponent <AiController>(); //_anim = transform.Find("Graphics").GetComponent<Animator>(); _graphics = transform.Find("Graphics").gameObject; /*useful for preventing things from flipping when character is facing left*/ _input = GetComponent <IInputController>(); /*allow movement abilities to access character script*/ jump.SetCharacter(this); }
private void Awake() { if (player == null) { player = GameObject.FindGameObjectWithTag("Player"); } _ray = GetComponent <CharacterController2D>(); _pathAgent = GetComponent <PathfindingAgent>(); if (_pathScript == null) { _pathScript = GameObject.FindGameObjectWithTag("GameController").GetComponent <Pathfinding>(); } }
private void Start() { //Transform vectors to world space for (int i = 0; i < patrolPoints.Length; i++) { patrolPoints[i] += transform.position; } beganPlay = true; pawn = GetComponent <Enemy>(); agent = GetComponent <PathfindingAgent>(); agent.MoveTowards(patrolPoints[currentTargetIndex]); }
private bool jumped = false; /*used for detecting if jump key was pressed (also used in ai)*/ void Awake() { _controller = GetComponent <CharacterController2D>(); _body = GetComponent <Rigidbody2D>(); _pathingAgent = GetComponent <PathfindingAgent>(); _ai = GetComponent <AiController>(); _anim = transform.Find("Graphics").GetComponent <Animator>(); _graphics = transform.Find("Graphics").gameObject; /*useful for preventing things from flipping when character is facing left*/ /*allow movement abilities to access character script*/ jump.setCharacter(this); _body.isKinematic = true; }
private void Awake() { if (player == null) { player = GameObject.FindGameObjectWithTag("Player"); } _pathAgent = GetComponent <PathfindingAgent>(); if (_pathScript == null) { _pathScript = GameObject.FindGameObjectWithTag("GameController").GetComponent <Pathfinding>(); } _behaviourText = transform.Find("BehaviourText").GetComponent <TextMesh>(); _behaviourText.text = ""; }
private void spawnUnit() { for (int i = spawns.Count; i > 0; i--) { if (spawns[i - 1] == null) { spawns.Remove(spawns[i - 1]); } } if (spawns.Count < spawnAmount) { GameObject newGameObject = (GameObject)Instantiate(Resources.Load("pathfindChaseAi"), new Vector3(transform.position.x, transform.position.y, 0.0f), Quaternion.identity) as GameObject; spawns.Add(newGameObject); PathfindingAgent newCharScript = newGameObject.transform.GetComponent <PathfindingAgent>(); newCharScript.RequestPath((Vector3)target.transform.position); } }
void Start() { target = PlayerManager.instance.player; controller = GetComponent <EnemyController>(); pawnAgent = GetComponent <PathfindingAgent>(); if (controller != null) { pawn = controller.pawn; } /*detectionTrigger = gameObject.AddComponent<CircleCollider2D>(); * detectionTrigger.isTrigger = true; * detectionTrigger.radius = detectionRadius; * attackTrigger = gameObject.AddComponent<CircleCollider2D>(); * attackTrigger.isTrigger = true; * attackTrigger.radius = attackRadius;*/ }
private void SetupThief() { foreach (Thief t in FindObjectsOfType <Thief>()) { PhotonView photonView = t.GetComponent <PhotonView>(); if (photonView && m_PhotonView.OwnerActorNr == photonView.OwnerActorNr) { m_Thief = t; thiefObject = t.gameObject; m_ThiefPathfindingAgent = thiefObject.GetComponent <PathfindingAgent>(); m_ThiefPathfindingAgent.onReachedDestination.AddListener(OnReachedDestination); m_Thief.gameObject.SetActive(false); if (!m_ThiefPathfindingAgent) { Debug.LogError("No pathfinding agent found in thief object."); } } } }
private void Update() { if (!Pause.isPaused() && !PopupWindow.blockingInput() && Main.DEBUG) { Position pos = CameraController.instance.getMousePos(); if (Input.GetMouseButtonDown(0)) { if (Input.GetKey(KeyCode.LeftControl)) { foreach (EntityBase e in this.world.entities.list) { if (e is EntityWorker) { PathfindingAgent agent = ((EntityWorker)e).moveHelper; NavPath path = agent.calculatePath(pos); if (path != null) { agent.setPath(path); } } } } if (Input.GetKey(KeyCode.Delete)) { world.setCell(pos, null); world.liftFog(pos); } if (Input.GetKey(KeyCode.F)) { world.entities.spawn(pos, 10); } } } }
public static void SelectAgent(PathfindingAgent agent) { selectedAgent = agent; }
public static void RegisterAgent(PathfindingAgent agent, bool selectNewAgent) { Debug.Log($"Registering agent: {agent.gameObject.name}. {(selectNewAgent ? "Selecting new agent" : "Not selecting new agent")}"); Agents.Add(agent); SelectAgent(agent); }