示例#1
0
    public override void OnEnter()
    {
        // Lets search for a navigation path
        if (_navigationPath == null)
        {
            _navigationPath = FindObjectOfType <AINavigationPath>();
        }

        AISoundManager.SetPlayingSoundType(ESoundType.Roaming);
    }
    public override void OnEnter()
    {
        _turnTimer = _turnDelay;

        _alertTimer = 0f;

        // When we go into alert mode, we are gonna check whether we have a target and try to set the destination to the target
        if (_stateMachine.CurrentTarget != null)
        {
            _stateMachine.Agent.SetDestination(_stateMachine.CurrentTarget.LastSeenPosition);
        }

        AISoundManager.SetPlayingSoundType(ESoundType.Alert);
    }
示例#3
0
    void Start()
    {
        //initialize
        col          = GetComponent <Collider>();
        soundManager = GetComponent <AISoundManager>();
        targetIndex  = 0;

        //Generate personality
        difficultyMod = Random.Range(0.8f, 1f);   //accel mod
        massMod       = Random.Range(0.9f, 1.1f); //mass
        dragMod       = Random.Range(0.9f, 1.1f); //drag
        angularMod    = Random.Range(0.9f, 1.1f); //ang drag
        maxSpeedMod   = Random.Range(0.8f, 1f);   //max speed
        slopeSpeedMod = Random.Range(0.8f, 1f);   //slope

        //Apply rigidbody individualisms
        rb.mass        *= massMod;
        rb.drag        *= dragMod;
        rb.angularDrag *= angularMod;
        maximumSpeed   *= maxSpeedMod;
        slopeSpeed     *= slopeSpeedMod;
    }
示例#4
0
 public override void OnEnter()
 {
     _stateMachine.Animator.SetLayerWeight(_stateMachine.Animator.GetLayerIndex("Alert Layer"), 1);
     _newDestinationTimer = _newDestinationDelay;
     AISoundManager.SetPlayingSoundType(ESoundType.Running);
 }
 public override void OnEnter()
 {
     _timer = 0f;
     _stateMachine.Animator.SetLayerWeight(_stateMachine.Animator.GetLayerIndex("Alert Layer"), 0);
     AISoundManager.SetPlayingSoundType(ESoundType.Roaming);
 }
示例#6
0
 public override void OnEnter()
 {
     _stateMachine.Animator.SetBool("IsFeeding", true);
     AISoundManager.SetPlayingSoundType(ESoundType.Feeding);
 }