Пример #1
0
    public override void Start()
    {
        // if no pathing blocks, just randomly pick something.
        if (this.position == Vector3.zero)
        {
            int maxDistance = 30;

            if (this.theEntity.IsAlert)
            {
                this.position = RandomPositionGenerator.CalcAway(this.theEntity, 0, maxDistance, maxDistance, this.theEntity.LastTargetPos);
            }
            else
            {
                this.position = RandomPositionGenerator.Calc(this.theEntity, maxDistance, maxDistance);
            }
        }

        this.time = 0f;

        EntityUtilities.ChangeHandholdItem(this.theEntity.entityId, EntityUtilities.Need.Reset);

        // Turn off the entity jumping, and turn on breaking blocks, to allow for better pathing.
        if (this.theEntity is EntityAliveSDX)
        {
            (theEntity as EntityAliveSDX).canJump = false;
            (theEntity as EntityAliveSDX).moveHelper.CanBreakBlocks = true;
        }

        // Path finding has to be set for Breaking Blocks so it can path through doors
        PathFinderThread.Instance.FindPath(this.theEntity, this.position, this.theEntity.GetMoveSpeed(), true, this);


        return;
    }
Пример #2
0
    public override void Start()
    {
        // if no pathing blocks, just randomly pick something.
        if (this.position == Vector3.zero)
        {
            Vector3 vector = Vector3.zero;
            int     num2   = 30;

            if (this.theEntity.IsAlert)
            {
                vector = RandomPositionGenerator.CalcAway(this.theEntity, 0, num2, num2, this.theEntity.LastTargetPos);
            }
            else
            {
                vector = RandomPositionGenerator.Calc(this.theEntity, num2, num2);
            }

            this.position = vector;
            this.time     = 0f;
        }
        else
        {
            this.time = -60f;
        }
        //Vector3 temp = Ent
        //EntityUtilities.GetNewPositon(this.theEntity.entityId);
        //if (temp != Vector3.zero)
        //{
        //    this.position = temp;
        //    //Give them more time to path find.The CanContinue() stops at 30f, so we'll set it at -90, rather than 0.
        //    this.time = 90f;
        //}
        //   EntityUtilities.ChangeHandholdItem(this.theEntity.entityId, EntityUtilities.Need.Melee);
        // Path finding has to be set for Breaking Blocks so it can path through doors
        PathFinderThread.Instance.FindPath(this.theEntity, this.position, this.theEntity.GetMoveSpeed(), true, this);
        return;
    }