Пример #1
0
    // Use this for initialization
    void Start()
    {
        agent = gameObject.GetComponent <NavMeshAgent>();
        PointHolder.transform.parent = null;
        cone              = Eye.gameObject.GetComponentInChildren <SightCone>();
        cone.sightPoints  = sightPoints;
        stdSpeed          = agent.speed;
        chaseSpeed        = agent.speed * chaseSpeedMultiplier;
        turnSpeed         = agent.speed * turnSpeedMultiplier;
        stdAngularSpeed   = agent.angularSpeed;
        chaseAngularSpeed = stdAngularSpeed * angularSpeedMultiplier;

        PassiveEyeColours = new Color[eyeLights.Length];

        for (int i = 0; i < eyeLights.Length; i++)
        {
            //print(eyeLights[i].color);
            PassiveEyeColours[i] = eyeLights[i].color;
        }
        rend = Eye.GetComponent <Renderer>();
        //print(rend.material);
        passiveEyeMat = rend.material;

        myObjectHandler = gameObject.GetComponent <ObjectInteractions>();

        beeper     = gameObject.GetComponent <AudioSource>();
        initPitch  = beeper.pitch;
        initVolume = beeper.volume;
    }
Пример #2
0
    // Use this for initialization
    void Start()
    {
        agent = gameObject.GetComponent <NavMeshAgent>();
        PointHolder.transform.parent = null;
        cone              = Eye.gameObject.GetComponentInChildren <SightCone>();
        cone.sightPoints  = sightPoints;
        stdSpeed          = agent.speed;
        chaseSpeed        = agent.speed * chaseSpeedMultiplier;
        turnSpeed         = agent.speed * turnSpeedMultiplier;
        stdAngularSpeed   = agent.angularSpeed;
        chaseAngularSpeed = stdAngularSpeed * angularSpeedMultiplier;
        initEyeRot        = Eye.rotation.eulerAngles;

        PassiveEyeColours = new Color[eyeLights.Length];

        for (int i = 0; i < eyeLights.Length; i++)
        {
            //print(eyeLights[i].color);
            PassiveEyeColours[i] = eyeLights[i].color;
        }
        //rend = Eye.GetComponentInParent<Renderer>();
        //print(rend.material);
        passiveEyeMat = rend.material;

        //myObjectHandler = gameObject.GetComponent<ObjectInteractions>();

        beeper     = gameObject.GetComponent <AudioSource>();
        initPitch  = beeper.pitch;
        initVolume = beeper.volume;
        //prevents the return pos in world space from moving around with the golem.
        returnPos.parent = null;

        //ensures the scale of the energy source is correct by scaling the point it's parented to relative to the overal object's scale
        energySourceFinPos.localScale = new Vector3(1 / transform.localScale.x, 1 / transform.localScale.y, 1 / transform.localScale.z);

        initLightIntensity = new float[eyeLights.Length];
        for (int i = 0; i < eyeLights.Length; i++)
        {
            initLightIntensity[i] = eyeLights[i].intensity;
        }

        initCageScale = cage.transform.localScale.x;
    }