void InformNearbyAllies() { if (Time.time > nextInform) { nextInform = Time.time + informRate; friendlyColliders = Physics.OverlapSphere(nPC.transform.position, nPC.sightRange, nPC.myFriendlyLayers); if (friendlyColliders.Length == 0) { return; } foreach (Collider ally in friendlyColliders) { if (ally.transform.root.GetComponent <NPCStatePattern>() != null) { NPCStatePattern allyPattern = ally.transform.root.GetComponent <NPCStatePattern>(); if (allyPattern.currentState == allyPattern.patrolState) { allyPattern.pursueTarget = nPC.pursueTarget; allyPattern.locationOfInterest = nPC.pursueTarget.position; allyPattern.currentState = allyPattern.alertState; allyPattern.nPCMaster.CallEventNPCWalkAnim(); } } } } }
void SetInitialReferences() { nPCStatePattern = GetComponent <NPCStatePattern>(); if (FindObjectOfType <GameManagerMaster>().GetComponent <GameManagerNPCRelationsMaster>() != null) { nPCRelationsMaster = FindObjectOfType <GameManagerMaster>().GetComponent <GameManagerNPCRelationsMaster>(); } }
void SetInitialReferences() { nPCMaster = GetComponent <NPCMaster>(); if (GetComponent <NPCStatePattern>() != null) { nPCStatePattern = GetComponent <NPCStatePattern>(); } }
void SetInitialReferences() { gunMaster = GetComponent <GunMaster>(); if (transform.root.GetComponent <NPCMaster>() != null) { nPCMaster = transform.root.GetComponent <NPCMaster>(); } if (transform.root.GetComponent <NPCStatePattern>() != null) { nPCStatePattern = transform.root.GetComponent <NPCStatePattern>(); } myTransform = transform; }
void AlertNearbyAllies() { foreach (Collider ally in friendlyColliders) { if (ally.transform.root.GetComponent <NPCStatePattern>() != null) { NPCStatePattern allyPattern = ally.transform.root.GetComponent <NPCStatePattern>(); if (allyPattern.currentState == allyPattern.patrolState) { allyPattern.pursueTarget = nPC.myAttacker; allyPattern.locationOfInterest = nPC.myAttacker.position; allyPattern.currentState = allyPattern.investigateHarmState; allyPattern.nPCMaster.CallEventNPCWalkAnim(); } } } }
public NPCStateRangeAttack(NPCStatePattern nPCStatePattern) { nPC = nPCStatePattern; }
public NPCStateFollow(NPCStatePattern nPCStatePattern) { nPC = nPCStatePattern; }
public NPCStateMeleeAttack(NPCStatePattern nPCStatePattern) { nPC = nPCStatePattern; }
void SetInitialReferences() { nPCStatePattern = GetComponent <NPCStatePattern>(); myAnimator = GetComponent <Animator>(); }
public NPCStatePatrol(NPCStatePattern nPCStatePatern) { nPC = nPCStatePatern; }
public NPCStateAlert(NPCStatePattern nPCStatePattern) { nPC = nPCStatePattern; }
public NPCStateInvestigateHarm(NPCStatePattern nPCStatePattern) { nPC = nPCStatePattern; }
public NPCStateStruck(NPCStatePattern nPCStatePattern) { nPC = nPCStatePattern; }
public NPCStatePursue(NPCStatePattern nPCStatePattern) { nPC = nPCStatePattern; }
public NPCStateFlee(NPCStatePattern nPCStatePattern) { nPC = nPCStatePattern; }