void Start() { _pointOfView = GameObject.FindWithTag("Camera"). transform.Find("point of view"); _body = GetComponent <Rigidbody>(); _floorDetector = transform.Find("floor detector") .GetComponent <ColliderDetector>(); }
public ShooterAggroState(ShooterFSM stateMachine, Shooter shooter) { _stateMachine = stateMachine; _shooter = shooter; _playerInRange = shooter.PlayerDetector.PlayerInRange; _shootRate = shooter.ShootRate; }
public bool CheckCanDrop() { ColliderDetector cd = heldObject.GetComponent <ColliderDetector>(); if (cd.GetCollisionStatus() == false) { return(true); } return(false); }
public static void DeregisterFromDetector(this IPlayerCollidable iPlayerCollidable, Collider coll) { ColliderDetector collDetector = getColliderDetector(); if (collDetector == null) { return; } collDetector.Deregister(coll); }
public static void RegisterToDetector(this IPlayerCollidable iPlayerCollidable, Collider coll) { ColliderDetector collDetector = getColliderDetector(); if (collDetector == null) { Debug.LogError("Could not find ColliderDetector to subscribe to!"); return; } collDetector.Register(coll, iPlayerCollidable); }
private static ColliderDetector getColliderDetector() { if (colliderDectector == null) { GameObject gb = GameObject.FindGameObjectWithTag("Player"); if (gb == null) { return(null); } colliderDectector = gb.GetComponent <ColliderDetector>(); } return(colliderDectector); }
public Patroller_ChargeState(PatrollerFSM stateMachine, Patroller patroller) { _stateMachine = stateMachine; _patroller = patroller; _data = patroller.Data; _movement = patroller.Movement; _groundDetector = patroller.EnvironmentDetector.GroundDetector; _wallDetector = patroller.EnvironmentDetector.WallDetector; _groundInFrontDetector = patroller.EnvironmentDetector.GroundInFrontDetector; _playerClose = patroller.PlayerDetector.PlayerClose; _playerLOS = patroller.PlayerDetector.PlayerLOS; _detectedGraphic = patroller.DetectedGraphic; }
// /// <summary> /// /// </summary> // Start is called before the first frame update void Start() { colliderDetector = GetComponent <ColliderDetector>(); C_Registrar(); }
public ShooterIdleState(ShooterFSM stateMachine, Shooter shooter) { _stateMachine = stateMachine; _playerInRange = shooter.PlayerDetector.PlayerInRange; }