// Update is called once per frame void Update() { Vector3 accel = flee.getSteering(target.position); steeringBasics.steer(accel); steeringBasics.lookWhereYoureGoing(); }
void FixedUpdate() { Vector3 accel = steeringBasics.seek(target.position); steeringBasics.steer(accel); steeringBasics.lookWhereYoureGoing(); }
// Update is called once per frame void Update() { Vector3 accel = steeringBasics.interpose(target1, target2); steeringBasics.steer(accel); steeringBasics.lookWhereYoureGoing(); }
void StateResolution() { switch (enemyState) { case EnemyState.PATROL: //Debug.Log("State = Patrol"); patrol.PatrolMovement(); break; case EnemyState.PERSUE: //Debug.Log("State = Persue"); accel = pursue.getSteering(playerRB); steeringBasics.steer(accel); steeringBasics.LookAtDirection(); //pursue.getSteering(playerRB); CheckFire(player.transform.position); break; case EnemyState.EVADE: //Debug.Log("State = Evade"); evade.GetSteering(playerRB); CheckFire(player.transform.position); break; case EnemyState.CLOSE: evade.GetCloseSteering(playerRB); break; } }
// Update is called once per frame void Update() { Vector3 accel = steeringBasics.arrive(targetPosition); steeringBasics.steer(accel); steeringBasics.lookWhereYoureGoing(); }
// Update is called once per frame void Update() { Vector2 accel = evade.getSteering(target); steeringBasics.steer(accel); steeringBasics.lookWhereYoureGoing(); }
void FixedUpdate() { Vector3 accel = pursue.getSteering(target); steeringBasics.steer(accel); steeringBasics.lookWhereYoureGoing(); }
// Update is called once per frame void Update() { Vector3 accel = wander.getSteering(); steeringBasics.steer(accel); steeringBasics.lookWhereYoureGoing(); }
// Update is called once per frame void Update() { Vector3 target = flowers.SeekFlower(); Vector3 accel = steeringBasics.arrive(target); steeringBasics.steer(accel); steeringBasics.lookWhereYoureGoing(target); }
protected void Update() { if (isMoving) { Vector3 accel = getDirection(Vector3.zero); //Debug.Log(accel); steering.steer(accel); //move steering.lookWhereYoureGoing(); } }
void FixedUpdate() { if (player != null) { Vector3 accel = pursue.getSteering(player); steeringBasics.steer(accel); steeringBasics.lookWhereYoureGoing(); } }
private void Arrive(GameObject dest) { Vector2 accel = new Vector2(0, 0); // TODO: Tighten this up, we're creating a LOT of new Vector2s here... if (destination != null) { accel = _steeringBasics.arrive(dest.transform.position); } _steeringBasics.steer(accel); _steeringBasics.lookWhereYoureGoing(); }
// Update is called once per frame void Update() { Vector3 accel = colAvoid.getSteering(colAvoidSensor.targets); if (accel.magnitude < 0.005f) { accel = wander.getSteering(); } steeringBasics.steer(accel); steeringBasics.lookWhereYoureGoing(); }
// Update is called once per frame void Update() { path.draw(); if (reversePath && isAtEndOfPath()) { path.reversePath(); } Vector3 accel = followPath.getSteering(path, pathLoop); steeringBasics.steer(accel); steeringBasics.lookWhereYoureGoing(); }
// Update is called once per frame void Update() { Vector2 hidePosition; Vector2 hideAccel = hide.getSteering(target, obstacleSpawner.objs, out hidePosition); Vector2 accel = wallAvoid.getSteering(hidePosition - (Vector2)transform.position); if (accel.magnitude < 0.005f) { accel = hideAccel; } steeringBasics.steer(accel); steeringBasics.lookWhereYoureGoing(); }
void FixedUpdate() { Vector3 accel = colAvoid.getSteering(colAvoidSensor.targets); if (accel.magnitude < 0.005f) { accel = wander.getSteering(); } else { Debug.DrawLine(transform.position, transform.position + accel.normalized, Color.red, 0f, false); } steeringBasics.steer(accel); steeringBasics.lookWhereYoureGoing(); }
void FixedUpdate() { Vector3 accel = Vector3.zero; accel += cohesion.getSteering(sensor.targets) * cohesionWeight; accel += separation.getSteering(sensor.targets) * separationWeight; accel += velocityMatch.getSteering(sensor.targets) * velocityMatchWeight; if (accel.magnitude < 0.005f) { accel = wander.getSteering(); } steeringBasics.steer(accel); steeringBasics.lookWhereYoureGoing(); }
// Update is called once per frame void LateUpdate() { Vector2 targetPos; Vector2 offsetAccel = offsetPursuit.getSteering(target, offset, out targetPos); Vector2 sepAccel = separation.getSteering(sensor.targets); steeringBasics.steer(offsetAccel + sepAccel); /* If we are still arriving then look where we are going, else look the same direction as our formation target */ if (Vector2.Distance(transform.position, targetPos) > groupLookDist) { steeringBasics.lookWhereYoureGoing(); } else { steeringBasics.lookAtDirection(target.rotation); } }
void FixedUpdate() { if (barProgress <= 0 && f.done) { Map m = GameObject.Find("Map").GetComponent <Map>(); m.spawn(1); Destroy(gameObject); } if (player == null) { return; } float distToPlayer = Vector3.Distance(player.position, transform.position); if (!f.done || distToPlayer > awakeDist) { rb.velocity = Vector3.zero; return; } if (Vector3.Distance(player.position, transform.position) <= explodeDist) { player.GetComponent <Health>().applyDamage(explodeDmg); applyDamage(10000000f); Instantiate(explosionPrefab, transform.position, Quaternion.identity); rb.velocity = Vector3.zero; Camera.main.GetComponent <CameraMovement>().shake = 0.05f; } Vector3 accel = wallAvoidance.getSteering(); if (accel.magnitude < 0.005f) { accel = steeringBasics.arrive(player.position); } steeringBasics.steer(accel); steeringBasics.lookWhereYoureGoing(); }
void FixedUpdate() { if (followPath.isAtEndOfPath(path)) { path.reversePath(); } Vector3 accel = wallAvoidance.getSteering(); if (accel.magnitude < 0.005f) { accel = followPath.getSteering(path); } steeringBasics.steer(accel); steeringBasics.lookWhereYoureGoing(); path.draw(); }
// Update is called once per frame void Update() { path.draw(); if (isAtEndOfPath()) { path.reversePath(); } Vector2 accel = colAvoid.getSteering(colAvoidSensor.targets); if (accel.magnitude < 0.005f) { accel = followPath.getSteering(path); } steeringBasics.steer(accel); steeringBasics.lookWhereYoureGoing(); }