// Use this for initialization void Start() { if (!dialogue) { dialogue = GameObject.Find("Yarn"); } agent = gameObject.GetComponent <NavMeshAgent>(); agent.enabled = false; barrier = GetComponent <NavMeshObstacle>(); myAnim = GetComponent <Animator>(); }
public void Init(float radius, float duration, Color color) { this.duration = duration; this.radius = radius; mat = new Material(sphereMat); renderer = GetComponent <MeshRenderer>(); renderer.material = mat; mat.SetColor("_Color", color); SphereAppear(); LeanTween.delayedCall(duration, SphereDisappear); obstacle = GetComponent <NavMeshObstacle>(); }
public PetFollower(Transform target, NavMeshAgent agent, float maxDistance, float minDistance) { this.target = target; this.distanceLimit = maxDistance; this.agent = agent; //Add NavMeshObstacle component on the fly targetObstacle = target.gameObject.AddComponent <NavMeshObstacle>() as NavMeshObstacle; targetObstacle.carving = true; targetObstacle.shape = NavMeshObstacleShape.Capsule; targetObstacle.size *= minDistance; }
private void Start() { DoorStart(); doorsAll.Add(this); usablesAll.Add(this); NavMeshObstacle obs = GetComponent <NavMeshObstacle> (); BoxCollider coll = gameObject.AddComponent <BoxCollider> (); coll.center = obs.center; coll.size = obs.size; gameObject.layer = LayerMask.NameToLayer("Door"); }
protected override void Awake() { base.Awake(); animator = GetComponentInChildren <Animator>(); weapon = GetComponentInChildren <GoblinDagger>(); weapon.Initialize(animator, this, damage); GetComponentInChildren <EnemyWeaponDelegate>().SetWeapon(weapon); obstacle = GetComponent <NavMeshObstacle>(); obstacle.enabled = false; health = GetComponent <EnemyHealth>(); healthSnapshot = health.GetCurrentHealth(); }
protected virtual void Awake() { // get components healthText = GetComponentInChildren <Text>(); if (healthText) { if (health > maxHealth) { health = maxHealth; } RefreshHealthText(); } spriteRenderer = GetComponent <SpriteRenderer>(); teamColor = transform.GetChild(0).GetComponent <SpriteRenderer>(); if (!teamColor) { Debug.LogWarning("Can't find team color object of " + name); } normalColor = spriteRenderer.color; dimmedColor = normalColor * 0.8f; obstacle = GetComponent <NavMeshObstacle>(); if (!obstacle) { obstacle = gameObject.AddComponent <NavMeshObstacle>(); obstacle.carving = true; } hitParticles = GetComponentInChildren <ParticleSystem>(); // /////////////////////////////////////////////////// // create terrain mask foreach (TerrainType terrain in availableTerrains) { terrainMask |= (1 << NavMesh.GetAreaFromName(terrain.ToString())); } // place object on NavMesh NavMeshHit navMeshHit = new NavMeshHit(); if (NavMesh.SamplePosition(transform.position, out navMeshHit, 0.5f, terrainMask)) { transform.position = navMeshHit.position; transform.eulerAngles = new Vector3(90, 0, 0); } else { Debug.LogWarning("Can't place '" + name + "' (" + GetType() + ") object on a NavMesh!"); } }
// Use this for initialization void Start() { NavMeshObstacle temp = gameObject.AddComponent <NavMeshObstacle>(); temp.carving = true; for (int i = 0; i < transform.childCount; i++) { NavMeshObstacle loopTemp = transform.GetChild(i).gameObject.AddComponent <NavMeshObstacle>(); loopTemp.carving = true; } }
/* Functions */ private void Awake() { this.mNavMeshAgent = this.GetComponent <NavMeshAgent>(); this.mNavMeshObstacle = this.GetComponent <NavMeshObstacle>(); ObstacleNow(); this.mAdjustTimeTrigger = this.GetComponent <JCS_AdjustTimeTrigger>(); mAdjustTimeTrigger.actions = DoAI; this.mStartingPosition = this.transform.position; }
protected override void Start() { base.Start(); instanceID = GetInstanceID(); rend = GetComponentInChildren <Renderer>(); obstacle = GetComponent <NavMeshObstacle>(); marker = GetComponentInChildren <SpriteRenderer>(); marker.enabled = false; hpbarImage.enabled = false; hpBar = hpbarImage.GetComponent <HPBar>(); resoManager = GameObject.FindGameObjectWithTag("Player").GetComponent <ResourceManager>(); }
public void Place() { meshRenderer.material.color = Color.white; buildingCollider.isTrigger = false; NavMeshObstacle navMeshObstacle = gameObject.AddComponent <NavMeshObstacle>(); navMeshObstacle.carving = true; placed = true; OnPlaced(); Build(); }
protected override void Awake() { base.Awake(); navigator.enabled = false; animator = GetComponentInChildren <Animator>(); animator.SetFloat("BreathSpeedMultiplier", breathSpeedMultiplier); animator.SetFloat("SmashSpeedMultiplier", smashSpeedMultiplier); caveAbilities = GetComponentInChildren <CaveAbilities>(); obstacle = GetComponent <NavMeshObstacle>(); obstacle.enabled = true; GetComponent <EnemyHealth>().SetImmune(true); audioPlayer = gameObject.AddComponent <AudioSource>(); }
private void OnTriggerEnter(Collider col) { if (col.gameObject.name.Equals("Runner") && !isClose) { prisoner = col.gameObject; Debug.Log("collision with runner"); isClose = true; NavMeshObstacle obstacle = gameObject.AddComponent <NavMeshObstacle>(); obstacle.size = new Vector3(1.2f, 1.2f, 1.2f); transform.parent.GetComponent <BadGuyBehavior>().state = 4; } }
// Use this for initialization void Start() { body = GetComponent <Rigidbody>(); obstacle = GetComponent <NavMeshObstacle>(); if (isLocked) { Lock(); } else { Unlock(); } }
void Start() { shooting = GetComponentInChildren <ShootingController> (); shooting.SetEnabled(false); if (automatic) { SetupTarget(); } obstacle = GetComponent <NavMeshObstacle> (); obstacle.enabled = false; }
// Start is called before the first frame update void Start() { obstacle = GetComponent <NavMeshObstacle>(); meshRenderer = GetComponent <MeshRenderer>(); rigidBody = GetComponent <Rigidbody>(); openingTimer = timeToOpen; timerEnabled = false; targetRotation = closedRotation = transform.rotation; openRotation = transform.rotation * Quaternion.Euler(Vector3.up * degreesToOpen); audioSource = GetComponent <AudioSource>(); }
void Start() { lostWordS = GetComponent <AudioSource>(); playedStolen = false; isBaked = false; closeWall = false; isWord = true; Player = GameObject.FindGameObjectWithTag("Player"); house = GameObject.FindGameObjectWithTag("House"); //surface = FindObjectOfType<NavMeshSurface>(); houseO = FindObjectOfType <NavMeshObstacle>(); Respawn(); }
public void Place() { SoundManager.instance.PlayDrop(); transform.position = player.transform.GetChild(1).transform.position; transform.parent = null; BoxCollider boxCollider = GetComponent <BoxCollider>(); boxCollider.enabled = true; NavMeshObstacle navMeshObstacle = GetComponent <NavMeshObstacle>(); navMeshObstacle.enabled = true; player.GetComponent <PlayerController>().SetCarriedGO(null); }
/// <summary> /// Add and configure a NavMesh Obstacle. This just needs to be on the player; NPCs with a NavMeshAgent /// use that for avoidance /// </summary> /// <param name="rMotionController"></param> /// <returns></returns> public static NavMeshObstacle AddNavMeshObstacle(MotionController rMotionController) { NavMeshObstacle lNavMeshObstacle = rMotionController.GetOrAddComponent <NavMeshObstacle>(); if (lNavMeshObstacle == null) { return(null); } lNavMeshObstacle.shape = NavMeshObstacleShape.Capsule; lNavMeshObstacle.center = Vector3.up; return(lNavMeshObstacle); }
public static void CopyFrom(this NavMeshObstacle self, NavMeshObstacle tarObstacle) { self.carveOnlyStationary = tarObstacle.carveOnlyStationary; self.carving = tarObstacle.carving; self.carvingMoveThreshold = tarObstacle.carvingMoveThreshold; self.carvingTimeToStationary = tarObstacle.carvingTimeToStationary; self.center = tarObstacle.center; self.height = tarObstacle.height; self.radius = tarObstacle.radius; self.shape = tarObstacle.shape; self.size = tarObstacle.size; self.velocity = tarObstacle.velocity; }
protected override void Start() { base.Start(); instanceID = GetInstanceID(); anim = GetComponentInChildren <Animator>(); agent = GetComponent <NavMeshAgent>(); agent.enabled = false; obstacle = GetComponent <NavMeshObstacle>(); marker = GetComponentInChildren <SpriteRenderer>(); marker.enabled = false; hpbarImage.enabled = false; hpBar = hpbarImage.GetComponent <HPBar>(); }
//************************** //END DETERMINE OBJECTS IN RANGE //************************** //************************** //BEGIN VARIOUS GENERAL CALCULATIONS //************************** public static bool DetermineIfNearNavObstacle(Vector3 seekerPoint, float range) { Collider[] collidersInRange = Physics.OverlapSphere(seekerPoint, range); foreach (Collider col in collidersInRange) { NavMeshObstacle obstacle = col.gameObject.GetComponentInParent <NavMeshObstacle> (); if (obstacle != null) { return(true); } } return(false); }
public void Init(HumanEvent humanEvent) { // 初始化引用 this.humanEvent = humanEvent; animator = GetComponentInChildren <Animator>(); BornPos = transform.position; // 记录出生点位置(HOME) FluentText.InitPanel(transform, FluentText.transform.position - transform.position); Obstacle = GetComponent <NavMeshObstacle>(); SwitchAgentObstacle(true); // 开始执行任务 mission = StartCoroutine(GO()); }
private void Start() { genThread = new GenerationThread(); genThread.Start(); genThread.Init(this, OnGenerationFinished, continentValueToAmplification); if (randomSeed) { seed = Random.Range(0, int.MaxValue); } townGen.OnTownGenerationCompleteEvent += OnTownGenerationComplete; waterObstacle = water.GetComponent <NavMeshObstacle>(); InitNavMeshSettings(); }
void Start() { playerPos = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform>(); playerStats = playerPos.gameObject.GetComponent <PlayerStatus>(); pathFinding = GetComponent <NavMeshAgent>(); obstacle = GetComponent <NavMeshObstacle>(); obstacle.enabled = false; ScaleZombie(); StartCoroutine(UpdatePath()); }
protected override void Awake() { base.Awake(); building = this; spawnPoint = transform.position; navObstacle = GetComponent <NavMeshObstacle> (); activeModel = GetComponentInChildren <ActiveBuildingModel>(); destroyedModel = GetComponentInChildren <DestroyedBuildingModel>(true); spawner = GetComponentInChildren <Spawner>(); maxBuildProgress = paramManager.MaxHitPoints; StoreOriginalMaterials(); buildingState = new VirtualStateB(building, false); }
private void OnMouseDown() { List <PlayerPlanet> attackers = GameController.S.attackers; foreach (PlayerPlanet attacker in attackers) { attacker.SpawnShips(gameObject.transform); } NavMeshObstacle navMesh = GetComponent <NavMeshObstacle>(); navMesh.enabled = false; }
void Start() { if (!pivot) { enabled = false; } navMeshObstacle = GetComponentInChildren <NavMeshObstacle>(); if (navMeshObstacle) { navMeshObstacle.enabled = false; navMeshObstacle.carving = true; } }
//---------------------------------------------------------------------MONO METHODS: void Start() { individualMove = false; parent = Parent.transform; individualSpeed = FlockZombie.Instance.Speed; frequency = FlockZombie.Instance.MovementFrequency; pos1 = FlockZombie.Instance.RandomOffset(); pos2 = FlockZombie.Instance.RandomOffset(); Dropped = false; box = GetComponent <BoxCollider>(); sphere = GetComponent <CapsuleCollider>(); obstacle = child.GetComponent <NavMeshObstacle>(); }
public void CmdSpawnObject(int buildingSpawnIndex, Vector3 position, Quaternion rotation) { Debug.Log("Spawning rubble"); //Copying the components of the building to the rubble GameObject rubble = NetworkManager.singleton.spawnPrefabs[rubbleIndex]; GameObject building = NetworkManager.singleton.spawnPrefabs[buildingSpawnIndex]; GameObject buildingGraphics = buildingSystem.buildingGroups.buildings[buildingSystem.selectedBuildingIndex].graphics; BoxCollider buildingCollider = building.GetComponent <BoxCollider> (); buildingCollider.size = buildingGraphics.transform.localScale; // + buildingGroups.buildings[selectedBuildingIndex].addedColliderScale; Vector3 rubbleSize = rubble.transform.localScale; rubbleSize.x = buildingCollider.size.x; rubbleSize.z = buildingCollider.size.z; rubble.transform.localScale = rubbleSize; NavMeshObstacle navMeshObstacle = rubble.GetComponent <NavMeshObstacle> (); Vector3 obstacleSize = new Vector3(1, 1, 1); obstacleSize.x -= Mathf.Clamp(obstacleSizeCut, 1, int.MaxValue) / 10f; obstacleSize.y += Mathf.Clamp(obstacleHeightAdd / 100f, 2, int.MaxValue); obstacleSize.z -= Mathf.Clamp(obstacleSizeCut, 1, int.MaxValue) / 10f; navMeshObstacle.size = obstacleSize; //Assign data for the rubble ConstructionInteractable constructionInteractable = rubble.GetComponent <ConstructionInteractable> (); constructionInteractable.constructionTime = buildingSystem.buildingGroups.buildings[buildingSystem.selectedBuildingIndex].constructionTime; constructionInteractable.buildingIndex = buildingSystem.selectedBuildingIndex; constructionInteractable.team = team; if (rubbleSize.x > rubbleSize.z) { constructionInteractable.influenceRadius = rubbleSize.x + 1; } else { constructionInteractable.influenceRadius = rubbleSize.z + 1; } constructionInteractable.playerObject = buildingSystem.PO; //Instantiating the rubble rubble = Instantiate(rubble, position, rotation); NetworkIdentity ni = rubble.GetComponent <NetworkIdentity> (); Debug.Log("Player Object :: --Spawning Unit"); NetworkServer.Spawn(rubble); bool ToF = rubble.GetComponent <NetworkIdentity> ().AssignClientAuthority(GetComponent <NetworkIdentity> ().connectionToClient); Debug.Log("Player Object :: --Unit Spawned : " + ToF); RpcAssignObject(ni); }
private void Awake() { audioSource = GetComponent <AudioSource>(); damageCastOrigin = transform.Find("DamageCaster").transform; nma = GetComponent <NavMeshAgent>(); navMeshObstacle = GetComponent <NavMeshObstacle>(); navMeshObstacle.enabled = false; lb_animator = transform.Find("LowerBody").GetComponentInChildren <Animator>(); ub_animator = transform.Find("UpperBody").GetComponentInChildren <Animator>(); playerGO = GameObject.FindGameObjectWithTag("Player"); playerController = playerGO.GetComponent <PlayerController>(); lb_animator.SetBool("walking", false); CurrentHealth = MaxHealth; }