void Start()
 {
     _pointOfView = GameObject.FindWithTag("Camera").
                    transform.Find("point of view");
     _body          = GetComponent <Rigidbody>();
     _floorDetector = transform.Find("floor detector")
                      .GetComponent <ColliderDetector>();
 }
示例#2
0
    public ShooterAggroState(ShooterFSM stateMachine, Shooter shooter)
    {
        _stateMachine = stateMachine;
        _shooter      = shooter;

        _playerInRange = shooter.PlayerDetector.PlayerInRange;
        _shootRate     = shooter.ShootRate;
    }
示例#3
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    public bool CheckCanDrop()
    {
        ColliderDetector cd = heldObject.GetComponent <ColliderDetector>();

        if (cd.GetCollisionStatus() == false)
        {
            return(true);
        }
        return(false);
    }
示例#4
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    public static void DeregisterFromDetector(this IPlayerCollidable iPlayerCollidable, Collider coll)
    {
        ColliderDetector collDetector = getColliderDetector();

        if (collDetector == null)
        {
            return;
        }
        collDetector.Deregister(coll);
    }
示例#5
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    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);
    }
示例#6
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 private static ColliderDetector getColliderDetector()
 {
     if (colliderDectector == null)
     {
         GameObject gb = GameObject.FindGameObjectWithTag("Player");
         if (gb == null)
         {
             return(null);
         }
         colliderDectector = gb.GetComponent <ColliderDetector>();
     }
     return(colliderDectector);
 }
示例#7
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    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();
    }
示例#9
0
    public ShooterIdleState(ShooterFSM stateMachine, Shooter shooter)
    {
        _stateMachine = stateMachine;

        _playerInRange = shooter.PlayerDetector.PlayerInRange;
    }