Пример #1
0
    // Update is called once per frame
    void DoAIBehaviour()
    {
        Vector3 dir = Vector3.zero;


        //if we don't have a target pick one
        if (target == Vector3.zero)
        {
            PickRandPosition();
        }
        else
        {
            //make a point on the same y plane as us
            Vector3 targ = new Vector3(target.x, transform.position.y, target.z);

            //if we have arrived at our target or we have no target then we pick another
            if (Vector3.Distance(targ, transform.position) < arriveRange)
            {
                PickRandPosition();
            }
            else
            {
                //move towards the target
                dir = target - transform.position;
            }
        }

        //add to the list of steers
        float         weight = 0.1f;
        WeightedSteer wd     = new WeightedSteer(dir, weight);

        animalAI.desiredDirections.Add(wd);
    }
Пример #2
0
    // Update is called once per frame
    void Update()
    {
        //seek a point 1000 units ahead of yourself
        Vector3 dir = Vector3.forward * 1000;

        WeightedSteer ws = new WeightedSteer(dir, weight);

        b.directions.Add(ws);
    }
Пример #3
0
    // Update is called once per frame
    void DoAIBehaviour()
    {
        //if nothing to seek do nothing
        if (animalAI.foods.Count == 0)
        {
            return;
        }

        //if not hungry do nothing
        if (animalAI.a.hunger > hungerThreashoold)
        {
            return;
        }


        //holds the closest things to watch out for
        float      record = Mathf.Infinity;
        GameObject r      = null;

        //look for closest food to eat
        foreach (GameObject g in animalAI.foods)
        {
            //if creature is dead, move on
            if (g.GetComponent <Animal>().health <= 0)
            {
                continue;
            }

            float dist = Vector3.Distance(transform.position, g.transform.position);
            //find the closest one
            if (dist < record)
            {
                record = dist;
                r      = g;
            }
        }

        //if within range to eat, then eat
        if (record < eatrange)
        {
            //make shure we don't overkill enemy
            //get maximum posible bite and apply
            float bite = Mathf.Clamp(biteDamage * Time.deltaTime, 0, r.GetComponent <Animal>().health);
            r.GetComponent <Animal>().health -= bite;
            animalAI.a.hunger += bite * foodGain;
        }
        else if (record != Mathf.Infinity)
        {
            //else move closer
            Vector3       dir = r.transform.position - this.transform.position;
            WeightedSteer wd  = new WeightedSteer(dir, weight);
            animalAI.desiredDirections.Add(wd);
        }
    }
Пример #4
0
    // Update is called once per frame
    void Update()
    {
        Rigidbody rb = leader.GetComponent <Rigidbody>();
        //get target
        Vector3 target = leader.transform.position + rb.velocity;

        //calculate direction
        Vector3 dir    = target - transform.position;
        float   weight = 5;

        WeightedSteer ws = new WeightedSteer(dir, weight);

        b.directions.Add(ws);
    }
Пример #5
0
    // Update is called once per frame
    void DoAIBehaviour()
    {
        //if you are hungry, don't care about player
        bool isAware;

        if (animalAI.a.health < 50)
        {
            isAware = false;
        }
        else
        {
            isAware = true;
        }

        //if nothing to fear do nothing
        if (animalAI.dangers.Count == 0)
        {
            return;
        }


        //holds the closest things to watch out for
        float      record = Mathf.Infinity;
        GameObject r      = null;

        //look for closest danger
        foreach (GameObject g in animalAI.dangers)
        {
            //Player ignore conditions
            if (g.name == "Player")
            {
                //get direction to player
                Vector3 d = g.transform.position - transform.position;

                //if sneaking, and you can't see them
                if (g.GetComponent <OVRPlayerController>().isCreeping&&
                    Vector3.Dot(d, transform.forward) < visionThreashold)
                {
                    //if we are aware don't let the player close
                    if (Vector3.Distance(g.transform.position, transform.position) > innerRange)
                    {
                        continue;
                    }
                    else if (isAware == false)
                    {
                        continue;
                    }
                }
            }
            else if (g.GetComponent <Animal>().health <= 0) //if animal is dead skip
            {
                continue;
            }

            float dist = Vector3.Distance(transform.position, g.transform.position);
            //find the closest one
            if (dist < record)
            {
                record = dist;
                r      = g;
            }
        }


        //calculate weight based on distance from the danger
        float weight = 10f / (record * record);

        //move away
        Vector3 dir = Vector3.zero;

        if (r != null)
        {
            dir = this.transform.position - r.transform.position;
        }

        //add to the list of steers
        WeightedSteer wd = new WeightedSteer(dir, weight);

        animalAI.desiredDirections.Add(wd);
    }