// Use this for initialization void Start() { move = GetComponent <Move>(); seek = GetComponent <SteeringSeek>(); // TODO 2: Calculate the closest point in the range [0,1] from this gameobject to the path }
// Use this for initialization void Start() { move = GetComponent <Move>(); seek = GetComponent <SteeringSeek>(); //path = GetComponent<BansheeGz.BGSpline.Components.BGCcMath>(); }
// Use this for initialization void Start() { move = GetComponent <Move>(); seek = GetComponent <SteeringSeek>(); path = new UnityEngine.AI.NavMeshPath(); }
// Use this for initialization void Start() { move = GetComponent <Move>(); seek = GetComponent <SteeringSeek>(); // TODO 1: Calculate the closest point from the tank to the curve //float min_dist = float.MaxValue; //int closestPoint = 0; //for (int i = 0; i < curve.Curve.PointsCount; ++i) //{ // float newDist = Vector3.Distance(transform.position, curve.Curve[i].PositionWorld); // if (newDist < min_dist) // { // min_dist = newDist; // closestPoint = i; // } //} //trgPoint = closestPoint; //totalPathDist = path.GetDistance();//If you don't put anything you get the total distance of the path //float distance = 0f; //transform.position = path.CalcPositionByClosestPoint(transform.position, out distance); //trgPointIdx = path.CalcSectionIndexByDistance(distance); //currRation = trgPointRation = distance / totalPathDist; }
// Use this for initialization void Start() { move = GetComponent <Move>(); seek = GetComponent <SteeringSeek>(); // TODO 1: Calculate the closest point from the tank to the curve }
// Use this for initialization void Start() { move = GetComponent <Move>(); seek = GetComponent <SteeringSeek>(); arrive = GetComponent <SteeringArrive>(); Movenemy = enemy.GetComponent <Move>(); }
// private // Start is called before the first frame update public override void OnStart() { agent = gameObject.GetComponent <NavMeshAgent>(); agent.updatePosition = false; seek = gameObject.GetComponent <SteeringSeek>(); base.OnStart(); }
void Start() { move = GetComponent <Move>(); seek = GetComponent <SteeringArrive>(); steer = GetComponent <SteeringSeek>(); police = GetComponent <NavMeshAgent>(); m_animator = GetComponent <Animator>(); }
// Update is called once per frame void Update() { Vector3 target = path.ProjectDownPath(transform.position, projectionDistance); target.y = transform.position.y; SteeringSeek.DelegatedSteer(motor, target); seekTarget.position = target; }
// Use this for initialization void Start() { move = GetComponent <Move>(); seek = GetComponent <SteeringSeek>(); path.CalcPositionByClosestPoint(transform.position, out current_percentage); distance_ratio = move.max_mov_velocity / path.GetDistance(); current_percentage /= path.GetDistance(); }
void Start() { //TODO ALIGN THROUGH STEERING agent = GetComponent <NavMeshAgent>(); seek = GetComponent <SteeringSeek>(); aling = GetComponent <SteeringAlign>(); agent.updatePosition = false; //agent.updateRotation = false; }
// Use this for initialization void Start() { move = GetComponent <Move>(); seek = GetComponent <SteeringSeek>(); float distance; closest_point = path.CalcPositionByClosestPoint(transform.position, out distance); current_ratio = distance / path.Curve.Points.Length; }
// Use this for initialization void Start() { move = GetComponent <Move>(); seek = GetComponent <SteeringSeek>(); // TODO 1: Calculate the closest point in the range [0,1] from this gameobject to the path path.CalcPositionByClosestPoint(transform.position, out current_percentage); distance_ratio = move.max_mov_velocity / path.GetDistance(); current_percentage /= path.GetDistance(); }
// Use this for initialization void Start() { move = GetComponent <Move>(); seek = GetComponent <SteeringSeek>(); // path = GetComponent<FollowCurve>().path; // TODO 1: Calculate the closest point from the tank to the curve current_point = path.CalcPositionByClosestPoint(transform.position, out current_ratio); current_ratio /= path.GetDistance(); }
// Use this for initialization void Start() { move = GetComponent <Move>(); arrive = GetComponent <SteeringArrive>(); seek = GetComponent <SteeringSeek>(); align = GetComponent <SteeringAlign>(); Vector3 x = Vector3.zero; path = new NavMeshPath(); }
// Use this for initialization void Start() { move = GetComponent <Move>(); seek = GetComponent <SteeringSeek>(); // TODO 2: Calculate the closest point in the range [0,1] from this gameobject to the path closest_point = path.CalcPositionByClosestPoint(transform.position, out point_distance); tot_distance = path.GetDistance(); current_pos = point_distance / tot_distance; }
// Use this for initialization void Start() { move = GetComponent <Move>(); seek = GetComponent <SteeringSeek>(); // TODO 1: Calculate the closest point from the tank to the curve float distance; closest_point = path.CalcPositionByClosestPoint(move.transform.position, out distance); current_ratio = distance / path.GetDistance(); }
// Use this for initialization void Start() { move = GetComponent <Move>(); seek = GetComponent <SteeringSeek>(); // TODO 1: Calculate the closest point in the range [0,1] from this gameobject to the path float distance; closet_point = path.CalcPositionByClosestPoint(transform.position, out distance); range_distance = distance / path.GetDistance(); }
// Update is called once per frame void Update() { currentAnglePosition += Random.Range(-maxDegreeDeltaPerSecond * Time.deltaTime, maxDegreeDeltaPerSecond * Time.deltaTime); currentAnglePosition %= 360; Vector3 adjustment = Quaternion.AngleAxis(currentAnglePosition, transform.up) * transform.forward; adjustment *= ringRadius; Vector3 destination = transform.position + transform.forward * ringDistance + adjustment; SteeringSeek.DelegatedSteer(myMotor, destination); }
// Update is called once per frame void Update() { // How long do I need to get to my target? float rangeToTarget = Vector3.Distance(target.position, transform.position); float timeToTarget = rangeToTarget / steeringMotor.maxSpeed; // d / d / s = s if (timeToTarget > maxLookAhead) { timeToTarget = maxLookAhead; } // Where will the target be in that time? Vector3 targetVelocity = target.GetComponent <Rigidbody>().velocity; Vector3 destination = target.position + targetVelocity * timeToTarget; SteeringSeek.DelegatedSteer(steeringMotor, destination); }
// Use this for initialization void Start() { move = GetComponent <Move>(); seek = GetComponent <SteeringSeek>(); // TODO 1: Calculate the closest point in the range [0,1] from this gameobject to the path math = path.GetComponent <BGCcMath>(); Vector3 clospoint = math.Curve.Points[0].PositionWorld; for (int i = 0; i < math.Curve.PointsCount; i++) { Vector3 distance_tank = transform.position - clospoint; Vector3 distance = transform.position - math.Curve.Points[i].PositionWorld; if (distance.magnitude < distance_tank.magnitude) { clospoint = math.Curve.Points[i].PositionWorld; } } currpoint = clospoint; }
void Start() { seek = GetComponent <SteeringSeek>(); agent = GetComponent <NavMeshAgent>(); //ChangeTarget(); }
void Start() { seekTarget = GetComponent <SteeringSeek>(); mRigidBody = GetComponent <Rigidbody>(); }
// Use this for initialization void Start() { move = GetComponent <Move>(); prev_pos = transform.position; seek = GetComponent <SteeringSeek>(); }
// Use this for initialization void Start() { move = GetComponent <Move>(); seek = GetComponent <SteeringSeek>(); timer = wanderRate; }
// Use this for initialization void Start() { seek = GetComponent <SteeringSeek>(); ChangeTarget(); }
// Use this for initialization void Start() { move = GetComponent <Move>(); seek = GetComponent <SteeringSeek>(); }
void Awake() { move = GetComponent <Move>(); seek = GetComponent <SteeringSeek>(); }