override protected void Awake() { base.Awake(); movementBehaviour = GetComponent <MovementBehaviour>(); attackBehaviour = GetComponent <AttackBehaviour>(); TimeManager.OnTick += OnTick; }
void Start() { anim = this.GetComponent <Animator>(); anim = this.GetComponent <Animator>(); targetManager = GetComponent <TargetObjectsManager>(); movement = GetComponent <MovementBehaviour>(); }
/// <summary> /// Parse the button in put, and make it work with the grid movement. /// </summary> void ButtonInput() { MovementBehaviour.Directions temp = GetComponent <MovementBehaviour>().directionKey; MovementBehaviour movement = GetComponent <MovementBehaviour>(); bool tryChange = false; if (Input.GetKey(KeyCode.UpArrow)) { temp = MovementBehaviour.Directions.Up; tryChange = true; } if (Input.GetKey(KeyCode.DownArrow)) { temp = MovementBehaviour.Directions.Down; tryChange = true; } if (Input.GetKey(KeyCode.LeftArrow)) { temp = MovementBehaviour.Directions.Left; tryChange = true; } if (Input.GetKey(KeyCode.RightArrow)) { temp = MovementBehaviour.Directions.Right; tryChange = true; } if (tryChange) { movement.TryChangeDirections(temp, true); } }
public IdleState( MovementBehaviour movementBehaviour, AnimationBehaviour animationBehaviour) { _movementBehaviour = movementBehaviour; _animationBehaviour = animationBehaviour; }
public static VisualText MakeVisualText(this string obj, MovementBehaviour movement, string fontName = null) { return(new VisualText(fontName) { Text = obj }); }
void Awake() { // Setting up the references. charging = GetComponent <ChargingBehaviour>(); social = GetComponent <SocialBehaviour>(); movement = GetComponent <MovementBehaviour>(); player = GameObject.FindGameObjectWithTag(GameTags.player); baseStation = GameObject.FindGameObjectWithTag(GameTags.gameController).GetComponent <KonpanionNest>(); col = GetComponent <SphereCollider>(); anim = GetComponent <Animator>(); playerAnim = player.GetComponent <Animator>(); hash = GameObject.FindGameObjectWithTag(GameTags.gameController).GetComponent <HashIDs>(); lastPlayerSighting = GameObject.FindGameObjectWithTag(GameTags.gameController).GetComponent <LastPlayerSighting>(); checkReachTime = Time.time; objectsInReach = new Dictionary <int, Collider>(); // Set the personal sighting and the previous sighting to the reset position. previousSightingTime = -10; navDestination = Vector3.one; tickTimer = 0; }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { MovementBehaviour.UpdateObjectPositions(positionRepository, controller); GameRules.CheckGameRules(positionRepository); base.Update(gameTime); }
// Update is called once per frame void Update() { getNearbyEnemyShips(); if (targeting) { targetEnemyShip(); targeting = false; } if (attackTarget != null && !targeting) { attacking = true; attackBehavior = new SeekBehaviour(attackTarget.GetComponent <AgentManager>()); attackBehavior.priority = 10; agent.mover.AddBehaviour(attackBehavior); agent.target.SetDirectTarget(attackTarget); } if (attackTarget == null) { if (attackBehavior != null) { agent.mover.RemoveBehaviour(attackBehavior); } attacking = false; } }
public void Awake() { chef = new Chef(startingHappiness); body = GetComponentInParent <Rigidbody>(); bodyTransform = GetComponentInParent <Transform>().parent; movement = GetComponent <MovementBehaviour>(); foodDrop = GetComponent <FoodDropBehaviour>(); }
void Awake() { //movement.position = this.transform.position; movement = GetComponent <MovementBehaviour>(); //movespeed = GetComponent<SpeedBehaviour>(); //movespeed.maxSpeed = _maxSpeed; movement.maxSpeed = _maxSpeed; }
public void Awake() { eater = new Eater(startingHunger); body = GetComponentInParent <Rigidbody>(); bodyTransform = GetComponentInParent <Transform>().parent; movement = GetComponent <MovementBehaviour>(); foodEating = GetComponent <FoodEatingBehaviour>(); }
public TopDownCamera(Viewport viewport) { CurrentViewport = viewport; Zoom = 1.0f; Position = new MovementBehaviour(); Rotation = new RotationBehaviour(); }
// Use this for initialization void Start() { movement = GetComponent <MovementBehaviour>(); movement.defaultSpeed = .8f; movement.speed = movement.defaultSpeed; SetNewTarget(); }
private void Awake() { _audioSource = GetComponent <AudioSource>(); _movementBehaviour = GetComponent <MovementBehaviour>(); EnemyDestroyedOrRemovedEvent = new UnityGameObjectEvent(); BlownUpEvent = new UnityGameObjectEvent(); }
public EmptyState( Transform owner, Transform player, MovementBehaviour movement) { _owner = owner; _player = player; _movement = movement; }
public void TurnOn() { _movingBehaviour = GetComponent <MovementBehaviour>(); if (_movingBehaviour != null) { _movingBehaviour.Move(); } StartCoroutine(SawAnimation()); }
///<summary> ///Sets where to go when not attacking behavior based on whether the creep is a big one or a small one ///</summary> public void setLocateBehavior() { if (goToLocation != null) { agent.target.CmdSetDirectTarget(goToLocation); } locateBehavior = new SeekBehaviour(agent.target.direct, true); }
public ChaseState( Transform player, MovementBehaviour movementBehaviour, VisionSensor visionSensor) { _player = player; _movementBehaviour = movementBehaviour; _visionSensor = visionSensor; }
public void Initialize() { attack = GetComponent <AttackBehaviour> (); target = GetComponent <TargetBehaviour> (); movement = GetComponent <MovementBehaviour> (); evade = GetComponent <EvadeBehaviour> (); individual = GetComponent <Individual> (); }
public VisualText(string registeredFontName = null) { SetRegisteredFontName(registeredFontName); Position = new MovementBehaviour(); Alpha = new AlphaBehaviour(); Rotation = new RotationBehaviour(); Color = Color.White; Scale = Vector2.One; }
// Start is called before the first frame update void Start() { //find objects we need m_PlayerShootingBehaviour = FindObjectOfType <ShootingBehaviour>(); m_PlayerMovementBehaviour = FindObjectOfType <MovementBehaviour>(); m_PlayerBehaviour = FindObjectOfType <PlayerCharacter>(); //set time to 1 when the game starts Time.timeScale = 1; }
private void Awake() { _player = GameObject.FindGameObjectWithTag(Tags.PLAYER).transform; _movementBehaviour = GetComponent <MovementBehaviour>(); _animationBehaviour = GetComponent <AnimationBehaviour>(); _visionSensor = GetComponent <VisionSensor>(); CreateStages(); }
private IEnumerator SlowlySetBackOrbit() { var temp = _target; _target = null; yield return(new WaitForSeconds(0.2f)); _rotationVector *= -1; StartOrbiting(temp); }
void Awake() { cartMovement = cart.GetComponent <MovementBehaviour>(); waypointCoordinates = new Vector3[waypoints.Length]; for (int i = 0; i < waypoints.Length; i++) { waypointCoordinates[i] = waypoints[i].position; } }
public void Initiate() { _movementBehaviour = GetComponent <MovementBehaviour>(); var heading = Target.transform.position - transform.position; _movementBehaviour.SetVelocity(heading.normalized * _movementBehaviour.MaxVelocity); float angle = Mathf.Atan2(_movementBehaviour.Velocity.y, _movementBehaviour.Velocity.x) * Mathf.Rad2Deg; transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward); }
public CatchState( Transform owner, Transform player, AnimationBehaviour animationBehaviour, MovementBehaviour movementBehaviour) { _owner = owner; _player = player; _animationBehaviour = animationBehaviour; _movementBehaviour = movementBehaviour; }
private void Awake() { MovementBehaviour = GetComponent <MovementBehaviour>(); ShootingBehaviour = GetComponent <ShootingBehaviour>(); _stealthBehaviour = GetComponent <StealthBehaviour>(); _takeOverBehaviour = GetComponent <TakeOverBehaviour>(); _interActionBehaviour = GetComponent <InterActionBehavior>(); HealthBehaviour = GetComponent <HealthBehaviour>(); _defendingBehaviour = GetComponent <DefendingBehaviour>(); _swithcTakeOverBehaviour = GetComponent <SwitchTakeOverBehaviour>();; }
public StrafeState( Transform owner, Transform player, MovementBehaviour movementBehaviour, VisionSensor visionSensor) { _owner = owner; _player = player; _movementBehaviour = movementBehaviour; _visionSensor = visionSensor; }
// Called by PatrolManager public void StartSquadMoving() { cartMovement.ChangeDestination(waypointCoordinates); foreach (GameObject guard in guards) { MovementBehaviour guardMovement = guard.GetComponent <MovementBehaviour>(); guardMovement.ChangeDestination(AdjustPathForGuard(guard)); } }
// Responce for AttackEvent public void ReadyForAttack() { cartMovement.StopMovement(); foreach (GameObject guard in guards) { MovementBehaviour guardMovement = guard.GetComponent <MovementBehaviour>(); guardMovement.StopMovement(); } }
void Awake() { this.inputController = GameObject.FindGameObjectWithTag("Input").GetComponent<InputController>(); this.myTransform = GetComponent<Transform>(); this.lifeBehaviour = GetComponent<LifeBehaviour>(); this.movementBehaviour = GetComponent<MovementBehaviour>(); this.animatorBehaviour = GetComponent<AnimatorBehaviour>(); this.energyBehaviour = new Energy(); this.lifeBehaviour.life = life; this.lifeBehaviour.currentLife = life; }
// Update is called once per frame void Update() { if(FindObjectOfType <DoorSetActive>()){ if (FindObjectOfType <DoorSetActive>().isActiveAndEnabled == true) { if (slowed) actualSpeed = speed / slowFactor; else actualSpeed = speed; isPlayerInRange = Physics2D.OverlapCircle (transform.position, aggroRange, playerLayer); if (isPlayerInRange && myBehaviour != MovementBehaviour.GroundPatrolling && myBehaviour != MovementBehaviour.FlyingPatrolling) { if (target.transform.position.x > transform.position.x) { transform.localScale = new Vector3 (1.0f, 1.0f, 0.0f); } else { transform.localScale = new Vector3 (-1.0f, 1.0f, 0.0f); } } switch (myBehaviour) { case MovementBehaviour.GroundAggro: hasHitWall = Physics2D.OverlapCircle (wallCheckTransform.position, wallCheckRadius, wallCheckLayer); thersGround = Physics2D.OverlapCircle (edgeCheckTransform.position, wallCheckRadius, wallCheckLayer); if (isPlayerInRange) { if (target.transform.position.x > transform.position.x) { rb2d.velocity = new Vector2 (actualSpeed, rb2d.velocity.y); } else { rb2d.velocity = new Vector2 (-actualSpeed, rb2d.velocity.y); } } if ((hasHitWall || !thersGround) && !jumping) { jumping = true; rb2d.velocity = new Vector2 (rb2d.velocity.x, jumpPower); } if (rb2d.velocity.y == 0.0f) { jumping = false; } break; case MovementBehaviour.GroundPatrolling: hasHitWall = Physics2D.OverlapCircle (wallCheckTransform.position, wallCheckRadius, wallCheckLayer); thersGround = Physics2D.OverlapCircle (edgeCheckTransform.position, wallCheckRadius, wallCheckLayer); if (hasHitWall || !thersGround) { moveRight = !moveRight; } if (moveRight) { transform.localScale = new Vector3 (-1.0f, 1.0f, 1.0f); rb2d.velocity = new Vector2 (actualSpeed, rb2d.velocity.y); } else { transform.localScale = new Vector3 (1.0f, 1.0f, 1.0f); rb2d.velocity = new Vector2 (-actualSpeed, rb2d.velocity.y); } break; case MovementBehaviour.GroundSmart: isPlayerTooClose = Physics2D.OverlapCircle (transform.position, defensiveRange, playerLayer); smartTimer -= Time.deltaTime; if (isPlayerTooClose && smartTimer <= 0) { smartTimer = 1; if (target.transform.position.x > transform.position.x) { rb2d.velocity = new Vector2 (-actualSpeed, jumpPower); } else rb2d.velocity = new Vector2 (actualSpeed, jumpPower); } break; case MovementBehaviour.GroundAgile: smartTimer -= Time.deltaTime; playerProjectile = GameObject.FindGameObjectWithTag ("PlayerAbility"); if (playerProjectile.transform.position.y < transform.position.y + 1 && playerProjectile.transform.position.y > transform.position.y - 1) { toPlayerProj = playerProjectile.transform.position - transform.position; if (toPlayerProj.magnitude < defensiveRange && smartTimer <= 0) { smartTimer = 2.08f; rb2d.velocity = new Vector2 (rb2d.velocity.x, jumpPower * 2); } } break; case MovementBehaviour.FlyingAggro: if (isPlayerInRange) { transform.position = Vector3.MoveTowards (transform.position, target.transform.position, actualSpeed * Time.deltaTime); } break; case MovementBehaviour.FlyingPatrolling: transform.position = Vector3.MoveTowards (transform.position, currentWaypoint, actualSpeed * Time.deltaTime); if (transform.position == currentWaypoint) { //Debug.Log("Reached waypoint"); if (transform.position - startingPosition == waypoint1.localPosition) { // Debug.Log("Reached waypoint 1"); currentWaypoint = waypoint2.position + startingPosition - transform.position; } else if (transform.position - startingPosition == waypoint2.localPosition) { // Debug.Log("Reached waypoint 2"); currentWaypoint = waypoint3.position + startingPosition - transform.position; } else if (transform.position - startingPosition == waypoint3.localPosition) { // Debug.Log("Reached waypoint 2"); currentWaypoint = waypoint4.position + startingPosition - transform.position; } else if (transform.position - startingPosition == waypoint4.localPosition) { // Debug.Log("Reached waypoint 2"); currentWaypoint = waypoint5.position + startingPosition - transform.position; } else if (transform.position - startingPosition == waypoint5.localPosition) { // Debug.Log("Reached waypoint 2"); currentWaypoint = waypoint6.position + startingPosition - transform.position; } else if (transform.position - startingPosition == waypoint6.localPosition) { // Debug.Log("Reached waypoint 3"); currentWaypoint = startingPosition; } else if (transform.position == startingPosition) { // Debug.Log("Reached starting point"); currentWaypoint = waypoint1.position; } } break; case MovementBehaviour.Stunned: stunTimer -= Time.deltaTime; if (stunTimer <= 0) { myBehaviour = myDefaultBehaviour; } break; } } } }
// Use this for initialization void Start() { startingPosition = transform.position; currentWaypoint = waypoint1.position; actualSpeed = speed; myBehaviour = myDefaultBehaviour; target = GameObject.Find("Player"); rb2d = GetComponent<Rigidbody2D>(); jumping = false; smartTimer = 0; }
public void GetStun(float stn) { //rb2d.velocity = Vector2.zero; myBehaviour = MovementBehaviour.Stunned; stunTimer = stn; }