// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ // //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { WolfBehaviour wolfController = GameObject.Find("wolf").GetComponent <WolfBehaviour>(); wolfController.setSpeed(initialSpeed); animator.SetBool("walk", true); }
private void SetupGame() { foreach (GameObject botSheep in GameObject.FindGameObjectsWithTag("SheepAgent")) // Ищем все игровые объекты и добавляем в менеджер { botList.Add(botSheep.GetComponent <BotSheepBehaviour>()); } playerSheep = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerSheepBehaviour>(); sheepAliveList.AddRange(botList); sheepAliveList.Add(playerSheep); safeZone = GameObject.FindGameObjectWithTag("Rescue").GetComponent <SafeZoneBehaviour>(); gameField = GameObject.FindGameObjectWithTag("GameField"); wolfBehaviour = GameObject.FindGameObjectWithTag("Wolf").GetComponent <WolfBehaviour>(); uiController = GameObject.FindGameObjectWithTag("UiController").GetComponent <UiController>(); safeZoneScale = GameObject.FindGameObjectWithTag("Rescue").transform.localScale; // Обновляем статичские переменные GameIsOn = true; turnNumber = 0; huntIsOn = false; // На начало игры отключаем волка wolfBehaviour.gameObject.SetActive(false); Debug.Log("Game Setup Finished"); }
// Use this for initialization void OnEnable() { agent = GetComponent <NavMeshAgent>(); timer = wanderTimer; Anim = GetComponent <Animator>(); Controller = GetComponent <WolfBehaviour>(); }
private void OnTriggerEnter(Collider other) { // Debug.Log(_newPosition.position); if (other.GetComponent <WolfBehaviour>()) { WolfBehaviour wolf = other.GetComponent <WolfBehaviour>(); Instantiate(_dragonAI, _ghostPosition); wolf.SetState(new SplitState(wolf, _newPosition)); } else if (other.GetComponent <DragonBehaviour>()) { DragonBehaviour dragon = other.GetComponent <DragonBehaviour>(); Instantiate(_wolfAI, _ghostPosition); dragon.SetState(new SplitState(dragon, _newPosition)); } }