private void configureAsZombie() { AgentColor = (zombieColor); LivingState = (AgentPercept.LivingState.UNDEAD); Type = (AgentType.ZOMBIE); SightRange = (25.0f); FieldOfView = (120.0f); Direction = (Random.Range(-180.0f, 180.0f)); SpeedMultiplier = (1.0f); ConvertRange = (2.0f); FallThroughBehavior tempFTB = new FallThroughBehavior(); // General Zombie: tempFTB.addBehavior(new ZombifyBehavior()); tempFTB.addBehavior(new PursueBehavior()); tempFTB.addBehavior(new NecrophageBehavior()); tempFTB.addBehavior(new WanderBehavior()); tempFTB.addBehavior(new RandomLookBehavior()); // Boid Zombies // tempFTB.addBehavior( new BoidsBehavior()); // tempFTB.addBehavior( new WanderBehavior() ); // FieldOfView = (351.0f); // add a "tail wedge" to show direction, until something better is in Behavior = (tempFTB); }
private void configureAsPlayableHuman() { AgentColor = (humanPlayerColor); LivingState = (AgentPercept.LivingState.ALIVE); Type = (AgentType.HUMAN_PLAYER); SightRange = (49.0f); // longer range to help with reaction time FieldOfView = (135.0f); // slightly expanded vision range, same Direction = (Random.Range(-180.0f, 180.0f)); SpeedMultiplier = (1.25f); // and slightly faster TurnSpeedMultiplier = (2.0f); FallThroughBehavior tempFTB = new FallThroughBehavior(); tempFTB.addBehavior(new PlayerControlBehavior()); tempFTB.addBehavior(new ExtractionBehavior()); tempFTB.addBehavior(new RandomLookBehavior()); // leaving this in for now, useful. Behavior = (tempFTB); }
private void configureAsHuman() { AgentColor = (humanColor); LivingState = (AgentPercept.LivingState.ALIVE); Type = (AgentType.HUMAN); SightRange = (36.0f); FieldOfView = (180.0f); // roughly full range of vision Direction = (Random.Range(-180.0f, 180.0f)); SpeedMultiplier = (1.15f); FallThroughBehavior tempFTB = new FallThroughBehavior(); tempFTB.addBehavior(new FleeBehavior()); tempFTB.addBehavior(new WanderBehavior()); tempFTB.addBehavior(new RandomLookBehavior()); Behavior = (tempFTB); // Behavior = new RandomWalkBehavior(); }
private void configureAsPlayableZombie() { AgentColor = (zombieColor); LivingState = (AgentPercept.LivingState.UNDEAD); Type = (AgentType.ZOMBIE_PLAYER); SightRange = (36.0f); // slightly expanded, to account for reaction time and lack of overwhelming numbers FieldOfView = (135.0f); // super zombie Direction = (Random.Range(-180.0f, 180.0f)); SpeedMultiplier = (1.15f); // same as a human TurnSpeedMultiplier = (2.0f); // just a lot more responsive this way ConvertRange = (5.0f); // significant boost, to help account for lag/control timing FallThroughBehavior tempFTB = new FallThroughBehavior(); tempFTB.addBehavior(new ZombifyBehavior()); tempFTB.addBehavior(new PlayerControlBehavior()); tempFTB.addBehavior(new RandomLookBehavior()); Behavior = (tempFTB); }
private void configureAsZombie() { AgentColor = (zombieColor); LivingState = (AgentPercept.LivingState.UNDEAD); Type = (AgentType.ZOMBIE); SightRange = (25.0f); FieldOfView = (120.0f); Direction = (Random.Range(-180.0f, 180.0f)); SpeedMultiplier = (1.0f); ConvertRange = (2.0f); FallThroughBehavior tempFTB = new FallThroughBehavior(); // General Zombie: tempFTB.addBehavior( new ZombifyBehavior() ); tempFTB.addBehavior( new PursueBehavior() ); tempFTB.addBehavior( new NecrophageBehavior() ); tempFTB.addBehavior( new WanderBehavior() ); tempFTB.addBehavior( new RandomLookBehavior() ); // Boid Zombies // tempFTB.addBehavior( new BoidsBehavior()); // tempFTB.addBehavior( new WanderBehavior() ); // FieldOfView = (351.0f); // add a "tail wedge" to show direction, until something better is in Behavior = (tempFTB); }
private void configureAsPlayableZombie() { AgentColor = (zombieColor); LivingState = (AgentPercept.LivingState.UNDEAD); Type = (AgentType.ZOMBIE_PLAYER); SightRange = (36.0f); // slightly expanded, to account for reaction time and lack of overwhelming numbers FieldOfView = (135.0f); // super zombie Direction = (Random.Range(-180.0f, 180.0f)); SpeedMultiplier = (1.15f); // same as a human TurnSpeedMultiplier = (2.0f); // just a lot more responsive this way ConvertRange = (5.0f); // significant boost, to help account for lag/control timing FallThroughBehavior tempFTB = new FallThroughBehavior(); tempFTB.addBehavior( new ZombifyBehavior() ); tempFTB.addBehavior( new PlayerControlBehavior() ); tempFTB.addBehavior( new RandomLookBehavior() ); Behavior = (tempFTB); }
private void configureAsPlayableHuman() { AgentColor = (humanPlayerColor); LivingState = (AgentPercept.LivingState.ALIVE); Type = (AgentType.HUMAN_PLAYER); SightRange = (49.0f); // longer range to help with reaction time FieldOfView = (135.0f); // slightly expanded vision range, same Direction = (Random.Range(-180.0f, 180.0f)); SpeedMultiplier = (1.25f); // and slightly faster TurnSpeedMultiplier = (2.0f); FallThroughBehavior tempFTB = new FallThroughBehavior(); tempFTB.addBehavior( new PlayerControlBehavior() ); tempFTB.addBehavior( new ExtractionBehavior() ); tempFTB.addBehavior( new RandomLookBehavior() ); // leaving this in for now, useful. Behavior = (tempFTB); }
private void configureAsHuman() { AgentColor = (humanColor); LivingState = (AgentPercept.LivingState.ALIVE); Type = (AgentType.HUMAN); SightRange = (36.0f); FieldOfView = (180.0f); // roughly full range of vision Direction = (Random.Range(-180.0f, 180.0f)); SpeedMultiplier = (1.15f); FallThroughBehavior tempFTB = new FallThroughBehavior(); tempFTB.addBehavior( new FleeBehavior() ); tempFTB.addBehavior( new WanderBehavior() ); tempFTB.addBehavior( new RandomLookBehavior() ); Behavior = (tempFTB); // Behavior = new RandomWalkBehavior(); }