示例#1
0
    private bool CanSeeCritter(NPCSearch_ClassBased npc)
    {
        foreach (GameObject critter in NPCSearch_ClassBased.critters)
        {
            float distance = (critter.transform.position - npc.transform.position).magnitude;
            if (distance < npc.pickUpDistance)
            {
                Vector3 direction = critter.transform.position - (npc.transform.position + Vector3.up);
                Ray     ray       = new Ray(npc.transform.position + Vector3.up, direction);
                Debug.DrawRay(npc.transform.position + Vector3.up, direction, Color.red);

                if (Physics.Raycast(ray, out RaycastHit hit, npc.pickUpDistance))
                {
                    Debug.Log("I hit" + hit.collider.name);

                    if (hit.collider.gameObject == critter)
                    {
                        npc.critterTarget = critter;
                        return(true);
                    }
                }
            }
        }

        return(false);
    }
示例#2
0
    private bool CanSeePickUp(NPCSearch_ClassBased npc)
    {
        foreach (GameObject pickup in NPCSearch_ClassBased.pickUps)
        {
            float distance = (pickup.transform.position - npc.transform.position).magnitude;
            if (distance < npc.pickUpDistance)
            {
                Vector3 direction = pickup.transform.position - (npc.transform.position + Vector3.up);
                Ray     ray       = new Ray(npc.transform.position + Vector3.up, direction);
                Debug.DrawRay(npc.transform.position + Vector3.up, direction, Color.blue);

                if (Physics.Raycast(ray, out RaycastHit hit, npc.pickUpDistance))
                {
                    Debug.Log("I hit" + hit.collider.name);

                    if (hit.collider.gameObject == pickup)
                    {
                        npc.pickUpTarget = pickup; //a little yucky but keeps the base class clean
                        return(true);
                    }
                }
            }
        }

        return(false);
    }
 private void MoveToCritter(NPCSearch_ClassBased npc)
 {
     if (npc.navAgent.destination != npc.critterTarget.transform.position)
     {
         npc.navAgent.SetDestination(npc.critterTarget.transform.position);
     }
 }
 private void DoCollect(NPCSearch_ClassBased npc)
 {
     if (npc.navAgent.destination != npc.pickUpTarget.transform.position)
     {
         npc.navAgent.SetDestination(npc.pickUpTarget.transform.position);
     }
 }
示例#5
0
    private void DoWander(NPCSearch_ClassBased npc)
    {
        //if close choose next location
        if (npc.navAgent.remainingDistance < 1f)
        {
            Vector3 random = Random.insideUnitSphere * npc.wanderDistance;
            random.y         = 0f;
            npc.nextLocation = npc.navAgent.transform.position + random;

            if (NavMesh.SamplePosition(npc.nextLocation, out NavMeshHit hit, 5f, NavMesh.AllAreas))
            {
                npc.nextLocation = hit.position;
                npc.navAgent.SetDestination(npc.nextLocation);
            }
        }
    }
    public INPCState DoState(NPCSearch_ClassBased npc)
    {
        if (npc.navAgent == null)
        {
            npc.navAgent = npc.GetComponent <NavMeshAgent>();
        }

        DoCollect(npc);
        if (!npc.pickUpTarget.activeSelf)
        {
            return(npc.wanderState);
        }
        else
        {
            return(npc.collectState);
        }
    }
    public INPCState DoState(NPCSearch_ClassBased npc)
    {
        if (npc.navAgent == null)
        {
            npc.navAgent = npc.GetComponent <NavMeshAgent>();
        }

        MoveToCritter(npc);

        if (!npc.critterTarget.activeSelf)
        {
            return(npc.wanderState);
        }
        else
        {
            return(npc.attackState);
        }
    }
示例#8
0
    public INPCState DoState(NPCSearch_ClassBased npc)
    {
        if (npc.navAgent == null)
        {
            npc.nextLocation = npc.transform.position;
            npc.navAgent     = npc.GetComponent <NavMeshAgent>();
        }

        DoWander(npc);

        if (CanSeeCritter(npc))
        {
            return(npc.attackState);
        }
        else if (CanSeePickUp(npc))
        {
            return(npc.collectState);
        }
        else
        {
            return(npc.wanderState);
        }
    }