Inheritance: Player
示例#1
0
	void Start ()
	{
		target = GameObject.Find("Player");
		cachedTargetPosition = new Vector3(target.transform.position.x,target.transform.position.y,target.transform.position.z);
		seeker = GetComponent<Seeker> ();
		characterController = GetComponent<CharacterController>();
		switch (currentMode) {
		case MODE.STRAIGHT:
			seeker.StartPath (this.transform.position, target.transform.position, OnPathComplete);
			isSearching = true;
			break;
		case MODE.HUNT:
			seeker.StartPath (this.transform.position, target.transform.position, OnPathComplete);
			isSearching = true;
			break;
		case MODE.HIDE:
			if(isInLOS()){
				Vector3 hidingPoint = findHidingPoint();
				seeker.StartPath (this.transform.position, hidingPoint, OnPathComplete);
				isSearching = true;
			};
			break;
		default:
			break;
		}
	}
示例#2
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        protected void btnUpload_Click(object sender, EventArgs e)
        {
            if (fuSeekerResume.HasFile)
            {
                byte[] imageBytes = new byte[fuSeekerResume.PostedFile.InputStream.Length + 1];
               // fuSeekerResume.PostedFile.InputStream.Read(imageBytes, 0, imageBytes.Length);
                Seeker objSeeker = new Seeker();
                string filename = Path.GetFileName(fuSeekerResume.PostedFile.FileName);
                string FName = Session["ID"].ToString()+filename;
                fuSeekerResume.SaveAs(Server.MapPath("~/PDF_Files/" + FName));
                objSeeker.Resume = "~/PDF_Files/" + FName;
                objSeeker.SeekerID = Convert.ToInt32(Session["ID"].ToString());
                int i = new RegisterBO().UpdateSeeker(objSeeker);
                if (i == 1)
                {
                    lblErr.Text = "Update Successful";
                }
                else { lblErr.Text = "updation failed"; }

            }
            else
            {
                lblErr.Text = "Please Choose a File";
            }
        }
示例#3
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        public int AddSeeker(LoginSeeker ObjSeeker, Seeker Objs)
        {
            try
            {
                _unitOfWork.Repository<Seeker>().Insert(Objs);
                // _unitOfWork.Save();
                ObjSeeker.SeekerID = _unitOfWork.Repository<Seeker>().GetAll().Where(c => c.EmailID == Objs.EmailID).Select(c => c.SeekerID).FirstOrDefault();
                _unitOfWork.Repository<LoginSeeker>().Insert(ObjSeeker);
                _unitOfWork.Save();
                return 1;
            }
            catch (Exception)
            {

                return 0;
            }

            //using (JobASPContext context = new JobASPContext())
            //{
            //    try
            //    {
            //        context.Seekers.Add(Objs);
            //        context.SaveChanges();
            //        ObjSeeker.SeekerID = context.Seekers.Where(c => c.EmailID == Objs.EmailID).Select(c => c.SeekerID).FirstOrDefault();
            //        context.LoginSeeker.Add(ObjSeeker);
            //        context.SaveChanges();
            //        return 1;
            //    }
            //    catch (Exception)
            //    {
            //        return 0;
            //    }
            //}
        }
示例#4
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	// Use this for initialization
	void Start () {

		//target = GameObject.FindGameObjectWithTag("Target").transform;
		seeker = GetComponent<Seeker>();

		seeker.StartPath (transform.position, target.position, OnPathComplete);
	}
示例#5
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    void Start()
    {
        seeker = GetComponent<Seeker>();
        rb = GetComponent<Rigidbody2D>();
        myT = GetComponent<Transform>();
        anim = GetComponent<Animator>();

        //clockTower = FindObjectOfType<ClockTower>().gameObject;
        //if (townNPC)
        //{
        //    anim.SetBool("CanSeePlayer", true);
        //    anim.SetBool("Idle", false);
        //    anim.SetBool("Patrol", false);
        //    //target = clockTower.transform;
        //    seeker.StartPath(transform.position, target.position, OnPathComplete);
        //    StartCoroutine(UpdatePath());
        //}

            if (target == null)
        {
            //Debug.LogError("No Player found");
            return;
        }       

        //StartCoroutine(UpdatePath());
    }
示例#6
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	// Use this for initialization
	public virtual void Start () {
		direction = 1;
        au_s = GetComponent<AudioSource>();
		player = GameObject.FindGameObjectWithTag("Player");
		animation = GetComponent<Animator> ();
		seeker = GetComponent<Seeker> ();
	}
	// Use this for initialization
	void Start () {
		instance = this;
		ConsoleControl.Log("Start called");
		float theBeforeTime = Time.realtimeSinceStartup;
		/*for (int i = 0; i < floors.Length; i++){
			floors[i].Id = i+1;
			//floors[i].make();
		}*/



		line = this.GetComponent<LineRenderer>();//get a reference to the line
		seeker = GetComponent<Seeker>();
		//astarPath = GetComponent<AstarPath>();
		//logs["Getting components"] = Time.realtimeSinceStartup - theBeforeTime;

		//logs["Set active floor"] = Time.realtimeSinceStartup - theBeforeTime;

		//add the waypoints to the graph
		//float thebeforetime = Time.realtimeSinceStartup;

		PlayerPrefs.SetString("MarkerSave", "");
		MapLabel.loadMarkers();
		//logs["Initial marker load"] = Time.realtimeSinceStartup - theBeforeTime;
		if (Application.internetReachability == NetworkReachability.ReachableViaLocalAreaNetwork){
			startMarkerUpdate();
		}
		//logs["Start update of markers"] = Time.realtimeSinceStartup - theBeforeTime;

		logs["Startup time"] = Time.realtimeSinceStartup - theBeforeTime;

		setLogs();
	}
示例#8
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	void Start () {
        pathFinder = GetComponent<Seeker>();
        pathFinder.StartPath(transform.position, SceneManager.Instance.creeperTargetPosition);
        var waveMultiplier = 1 + (SceneManager.Instance.WaveCount / 5f);
        life *= waveMultiplier;
        GetComponent<AIPath>().speed *= waveMultiplier;
    }
示例#9
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		/** Alerts the Seeker that this modifier exists */
		public void Awake () {
			seeker = GetComponent<Seeker>();

			if (seeker != null) {
				seeker.RegisterModifier(this);
			}
		}
示例#10
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文件: AIFollow.cs 项目: CCGLP/Fast
	/** Use this for initialization */
	public void Start () {
		seeker = GetComponent<Seeker>();
		controller = GetComponent<CharacterController>();

		tr = transform;
		Repath();
	}
示例#11
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    void Start()
    {
        _seeker = GetComponent<Seeker>();
        _characterController = GetComponent<CharacterController>();

        _compass = transform.Find("Compass");
    }
示例#12
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    void Start()
    {
        var distanceFirstPlayer = Vector3.Distance(firstPlayer.transform.position, transform.position);
        var distanceSecondPlayer = Vector3.Distance(secondPlayer.transform.position, transform.position);

        if (distanceFirstPlayer > distanceSecondPlayer)
        {
            target = secondPlayer;
        }
        else
        {
            target = firstPlayer;
        }

        startTime = Time.time; 
        seeker = GetComponent<Seeker>();
        rb = GetComponent<Rigidbody2D>();

        if (target == null)
        {
            Debug.Log("pesho");
            return;
        }

        seeker.StartPath(transform.position, target.position, OnPathComplete);

        StartCoroutine(UpdatePath());

    }
示例#13
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 public void Start()
 {
     seeker = GetComponent<Seeker>();
     controller = GetComponent<CharacterController>();
     //Start a new path to the targetPosition, return the result to the OnPathComplete function
     seeker.StartPath(transform.position, targetPosition, OnPathComplete);
 }
示例#14
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	// Update is called once per frame
	void Update () {
		if(Vector3.Distance(transform.position,player.position)<10){
			sighted = true;
			target = player.position;
			Debug.Log(sighted);
		}	
		float distA = Vector3.Distance(transform.position,pointA.position);
		float distB = Vector3.Distance(transform.position,pointB.position);
		if(distA<2){
			atA = true;
			atB = false;
			target = pointB.position;
		}
		if(distB<2){
			atB = true;
			atA = false;
			target = pointA.position;
		}
		if(Time.time > curTime+waitTime){
			seeker = GetComponent<Seeker>();
			seeker.StartPath(transform.position,target,OnPathComplete);
			charctlr = GetComponent<CharacterController>();
			curTime = Time.time;
		}
	}
示例#15
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 public void Start ()
 {
   seeker = GetComponent<Seeker>();
   body = GetComponent<Rigidbody2D>();
   //Start a new path to the targetPosition, return the result to the OnPathComplete function
   seeker.StartPath(body.position,target.position,OnPathComplete );
 }
示例#16
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 // Use this for initialization
 void Start()
 {
     oldPosition = targetPosition;
     seeker = GetComponent<Seeker>();
     StartCoroutine(repathTime());
     seeker.StartPath(transform.position,GameObject.Find("Player").transform.position,OnPathComplete);
 }
 void Start()
 {
     m_Seeker = GetComponent<Seeker>();
     m_Seeker.pathCallback += OnPathComplete;
     m_Path = GetComponent<AIPath>();
     m_Path.MoveComplete += OnMoveComplete;
 }
示例#18
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	void Start()
	{
		GameObject goItemManager = GameObject.FindGameObjectsWithTag("GameManager").FirstOrDefault( (go) => go.name == "Item Manager" );
		if( null == goItemManager )
			Debug.LogError( "Failed to find Item Manager game object");
		else
			m_Inventory = new Inventory( goItemManager.GetComponent<InventoryManager>() );

		m_Path = GetComponent<AIPath>();
		m_Seeker = GetComponent<Seeker>();

		// Find the start locator and set our position/orientation
		if( !string.IsNullOrEmpty( m_StartLocatorName ) )
		{
			GameObject[] locators = GameObject.FindGameObjectsWithTag( "Locator" );
			if( locators.Length > 0 )
			{
				GameObject startLocator = locators.FirstOrDefault( (i) => { return i.name == m_StartLocatorName; } );

				if( null != startLocator )
				{
					transform.position = startLocator.transform.position;
					transform.rotation = startLocator.transform.rotation;
				}
			}
		}
	}
示例#19
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 public void Start()
 {
     seeker = GetComponent<Seeker>();
     controller = GetComponent<CharacterController>();
     FindTarget();
     StartCoroutine(GetNewPath());
 }
示例#20
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	void Start()
	{
		mTransform = this.GetComponent<Transform>();
		mAPathSeeker = this.GetComponent<Seeker>();
		mAPathSeeker.pathCallback += OnPathComplete;
		mChaController = this.GetComponent<CharacterController>();
		mAgent = this.GetComponent<Agent>();
	}
 // Use this for initialization
 void Start()
 {
     serverControl = GetComponent<ServerControls>();
     sk = GetComponent<Seeker>();
     SinglePathReander = new GameObject("LineRenderer_Single", typeof(LineRenderer));
     lr = SinglePathReander.GetComponent<LineRenderer>();
     lr.SetWidth(0.1f, 0.1f);
 }
		public void Start () {
			guns = GetComponentsInChildren<GunShooting>();
			seeker = GetComponent<Seeker>();
			controller = GetComponent<CharacterController>();
			animator = GetComponentInChildren<Animator>();
			if (target != null)
				target.transform.position = transform.position;
		}
示例#23
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	public void Start () {
		targetPosition = GameObject.FindGameObjectWithTag("Player").transform.position;
		seeker = GetComponent<Seeker>();
		controller = GetComponent<CharacterController>();
		
		//Start a new path to the targetPosition, return the result to the OnPathComplete function
		seeker.StartPath (transform.position,targetPosition, OnPathComplete);
	}
    /** Use this for initialization */
    public void Start() {
        seeker = GetComponent<Seeker>();
        controller = GetComponent<Rigidbody2D>();
        navmeshController = GetComponent<NavmeshController>();

        tr = transform;
        Repath();
    }
 // Use this for initialization
 void Start()
 {
     OrderManager = GetComponent<RTSUnitOrder>();
     seeker = GetComponent<Seeker>();
     if (Parent == null && gameObject.transform.parent != null) {
         Parent = gameObject.transform.parent.gameObject;
     }
 }
    private void Start()
    {
        human = GetComponent<Human>();
        seeker = GetComponent<Seeker>();
        seeker.pathCallback += OnPathComplete;

        UpdateAtt();
    }
示例#27
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 void Awake()
 {
     startingHP = HP;
     lastPos = transform.position;
     seeker = GetComponent<Seeker>();
     nextWaypointDistance = 0.1f;
     takeLife = false;
 }
示例#28
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	// Use this for initialization
	void Start () {
		target = GameObject.Find ("CharacterRobotBoy").transform;
		seeker = GetComponent<Seeker> ();




	}
示例#29
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 public override void Activate(BTDatabase database)
 {
     base.Activate(database);
     _trans = database.transform;
     seeker = _trans.GetComponent<Seeker>();
     controller = _trans.GetComponent<CharacterController>();
     seeker.pathCallback += OnPathComplete;
 }
示例#30
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	protected override void Start (){
		base.Start ();

		currentWaypoint = 0;
		seeker = GetComponent<Seeker>();
		characterController = GetComponent<CharacterController>();
		unitState = State.idle;
	}
示例#31
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        private void Start()
        {
            seeker     = GetComponent <Seeker>();
            controller = GetComponent <VirusController>();

            activatedShields = new Int32[ShieldsManager.instance.transform.childCount];
            aiPlayerManager  = GetComponent <PlayerManager>();
            team             = aiPlayerManager.team;
            if (team == Team.White)
            {
                minAttackDistance *= 2f;
            }

            if (PhotonNetwork.IsMasterClient)
            {
                InvokeRepeating("UpdatePath", 0f, .5f);
            }
        }
示例#32
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    // Start is called before the first frame update
    void Start()
    {
        seeker = GetComponent <Seeker>();
        rb     = GetComponent <Rigidbody2D>();

        InvokeRepeating("UpdatePath", 0f, .5f);
        Transform playerTransform = GameObject.FindGameObjectWithTag("Player").transform;

        if (targetToMove == null)
        {
            targetToMove = playerTransform;
        }
        if (targetToTrigger == null)
        {
            targetToTrigger = playerTransform;
        }
        spriteRenderer = GetComponentInChildren <SpriteRenderer>();
    }
示例#33
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    void Start()
    {
        seeker = GetComponent <Seeker>();
        rb     = GetComponent <Rigidbody2D>();
        health = 10;

        amountAboveTargetVector3 = new Vector3(0, amountAboveTarget);

        if (target == null)
        {
            if (!searchingForPlayer)
            {
                searchingForPlayer = true;
                StartCoroutine(SearchForPlayer());
            }
        }
        seeker.StartPath(transform.position, target.position + amountAboveTargetVector3, OnPathComplete);
    }
示例#34
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    private void Start()
    {
        seeker      = GetComponent <Seeker>();
        rb          = GetComponent <Rigidbody2D>();
        enemyAttack = GetComponent <EnemyAttack>();

        GameObject targetgo = GameObject.FindGameObjectWithTag("Player");

        target = targetgo.transform;
        if (target == null)
        {
            Debug.Log("Target not Found!");
        }

        seeker.StartPath(transform.position, target.position, OnPathComplete);

        StartCoroutine(UpdatePath());
    }
示例#35
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    public void Start()
    {
        //transform.Rotate(new Vector3(0.0F, -AngleToTarget(waypoints[currentWaypoint]), 0.0F));
        //transform.LookAt(waypoints[currentWaypoint]);
        seeker = GetComponent <Seeker>();
        //controller = GetComponent<CharacterController>();

        //Start a new path to the targetPosition, return the result to the OnPathComplete function
        seeker.StartPath(transform.position, targetPosition, OnPathComplete);

        //waypoints = new[]
        //{
        //	new Vector3(45.0F, transform.position.y, -24.0F),
        //	new Vector3(24.0F, transform.position.y, -1.0F),
        //	new Vector3(-24.0F, transform.position.y, 0.0F),
        //	new Vector3(-45.0F, transform.position.y, -24.0F)
        //};
    }
示例#36
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文件: Enemy_AI.cs 项目: INao-mp/MNL
    void Start()
    {
        seeker = GetComponent <Seeker>();
        rb     = GetComponent <Rigidbody2D>();

        if (target == null)
        {
            if (!searchForPlayer)
            {
                searchForPlayer = true;
                StartCoroutine(SearchForPlayer());
            }
            return;
        }

        seeker.StartPath(transform.position, target.position, OnPathComplete);
        StartCoroutine(UpdatePath());
    }
示例#37
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    // Start is called before the first frame update
    void Start()
    {
        _seeker     = GetComponent <Seeker>();
        _rb         = GetComponent <Rigidbody2D>();
        _controller = GetComponent <EnemyController>();
        _target     = _controller.target;

        if (_target == null)
        {
            Debug.LogError("No Player found? PANIC!");
            return;
        }

        // Start a new path to the target position, return the result to the OnPathComplete method
        _seeker.StartPath(transform.position, _target.position, OnPathComplete);

        //StartCoroutine(UpdatePath());
    }
示例#38
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    void Start()
    {
        player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player>();

        seeker = GetComponent <Seeker> ();
        rb     = GetComponent <Rigidbody2D> ();

        if (target == null)
        {
            Debug.LogError("No Player found? SHIT!");
            return;
        }

        //Start a new path to the target position, return the result to OnPathCompletemethod method
        seeker.StartPath(transform.position, target.position, OnPathComplete);

        StartCoroutine(UpdatePath());
    }
示例#39
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    private void Start()
    {
        GameManager.instance.drone = gameObject;
        transform.position         = GameManager.instance.dronePosition;
        target      = GameManager.instance.player.transform;
        playerInput = GameManager.instance.player.GetComponent <Player_Input>();
        seeker      = GetComponent <Seeker>();
        rb          = GetComponent <Rigidbody2D>();

        if (target == null)
        {
            Debug.Log("No Player found");
            return;
        }

        seeker.StartPath(transform.position, target.position - offset, OnPathComplete);
        StartCoroutine(UpdatePath());
    }
示例#40
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    /** Initializes reference variables.
     * If you override this function you should in most cases call base.Awake () at the start of it.
     * */
    protected override void Awake()
    {
        base.Awake();
        //This is a simple optimization, cache the transform component lookup
        tr = transform;

        seeker = GetComponent <Seeker>();

        // Tell the StartEndModifier to ask for our exact position when post processing the path This
        //告诉StartEndModifier在后处理路径时请求我们的确切位置
        // is important if we are using prediction and requesting a path from some point slightly ahead
        //如果我们正在使用预测,并且稍微提前请求一个路径,那么这是非常重要的
        // of us since then the start point in the path request may be far from our position when the
        //从那时起,我们的路径请求中的起始点可能远离我们的位置
        // path has been calculated. This is also good because if a long path is requested, it may take
        // a few frames for it to be calculated so we could have moved some distance during that time
        seeker.startEndModifier.adjustStartPoint = () => tr.position;
    }
示例#41
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    private void Start()
    {
        random    = new System.Random();
        panicList = new[]
        { "Alarm!", "Guards!", "Help me!", "Aaaaah!", "Whyyyyy?", "Don't throw meeee!", "Put me down!", "Please! Nooo!" };
        okList = new[] { "OK, never mind", "*AHEM*", "Fine, lets go", "...", "Whatever" };
        tr     = transform;
        rb     = GetComponent <Rigidbody>();
        seeker = GetComponent <Seeker>();

        seeker.pathCallback += OnPathComplete;

        if (targetList.Length != 0)
        {
            SetTarget(targetList[0]);
        }
        StartCoroutine(UpdatePath());
    }
示例#42
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    private void Start()
    {
        seeker = GetComponent <Seeker>();
        rb     = GetComponent <Rigidbody2D>();

        if (target == null)
        {
            if (!searchingForItem)
            {
                searchingForItem = true;
                StartCoroutine(SearchForObject());
            }

            return;
        }

        StartCoroutine(UpdatePath());
    }
示例#43
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    void Start()
    {
        controller = GetComponent <CharacterController>();
        seeker     = GetComponent <Seeker>();

        Boid[] foundBoids = FindObjectsOfType(typeof(Boid)) as Boid[];

        boids = new List <Boid>();

        foreach (Boid b in foundBoids)
        {
            boids.Add(b);
        }

        CurrentMovementState = MovementState.IDLE;

        StartCoroutine("StartTick", PingFrequency);
    }
示例#44
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    void Start()
    {
        startingSpeed  = speed;
        seeker         = GetComponent <Seeker> ();
        rb             = GetComponent <Rigidbody2D> ();
        spriteRenderer = GetComponent <SpriteRenderer> ();
        player         = FindObjectOfType <Player_Controller> ();

        if (target == null)
        {
            Debug.LogError("No Target Found!");
            return;
        }

        seeker.StartPath(transform.position, target, OnPathComplete);

        StartCoroutine(UpdatePath());
    }
    public override void Update(Agent a, float dt)
    {
        Seeker agentScript = a.GetComponent <Seeker>();

        Transform target    = agentScript.target;
        Vector2   targetDir = target.position - a.transform.position;
        Vector2   whereTo   = a.transform.right;

        if (a.GetComponent <Rigidbody2D>().velocity.x < 0)
        {
            whereTo *= -1;
        }

        float angle = Vector2.Angle(targetDir, whereTo);

        if (angle > agentScript.coneAngle || Vector2.Distance(target.position, a.transform.position) > agentScript.visionRange)
        {
            //Debug.Log(angle);
            agentScript.timeOutOfSight += Time.deltaTime;
        }
        else
        {
            agentScript.timeOutOfSight = 0;
            //Debug.Log(Vector2.Distance(a.transform.position, target.position) + "Y " + a.GetComponent<Seeker>().visionRange);
            //Debug.Log(a.GetComponent<Seeker>().visionRange)
            //Debug.Log(Vector2.Distance(target.position, a.transform.position) > a.GetComponent<Seeker>().visionRange);
        }

        if (target.GetComponent <PlayerController>().behindBush&&target.GetComponent <PlayerController>().crawling)
        {
            agentScript.timeOutOfSight = 2.01f;
        }

        if (agentScript.timeOutOfSight > 2.0f)
        {
            a.SwitchState(0, new SeekerPathFollowState());
        }

        agentScript.lastPlayerPosSeen = target.transform.position;

        Vector3 direction = (agentScript.lastPlayerPosSeen - a.transform.position).normalized;

        a.GetComponent <Rigidbody2D>().velocity = new Vector2(direction.x * agentScript.chaseSpeed, direction.y * agentScript.chaseSpeed);
    }
示例#46
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    // Initialisation des composants
    void Start()
    {
        target     = GameObject.Find("Player").transform;
        enemyGFX   = this.transform;
        armor      = Stats.EnemyStatMedium.Armor;
        spit       = Stats.EnemyStatMedium.Spit;
        dodge      = Stats.EnemyStatMedium.Dodge;
        block      = Stats.EnemyStatMedium.Block;
        slow       = Stats.EnemyStatMedium.Slow;
        fly        = Stats.EnemyStatMedium.Fly;
        regen      = Stats.EnemyStatMedium.Regen;
        maxLife    = Stats.EnemyStatMedium.Life;
        dropChance = Stats.EnemyStatMedium.DropChance;
        life       = maxLife;
        range      = Stats.EnemyStatMedium.Range;

        seeker = GetComponent <Seeker>();
        rb     = GetComponent <Rigidbody2D>();

        InvokeRepeating("UpdatePath", 0f, 0.5f);

        groundCheckRadius = 0.25f;
        collisionLayer    = LayerMask.GetMask("Foundation");

        //Régénération
        if (regen == true)
        {
            InvokeRepeating("Regen", 1.0f, 1.0f);
        }

        //Vol
        if (fly == true)
        {
            rb.angularDrag  = 1;
            rb.gravityScale = 0;
            rb.drag         = 2;
        }

        //Attaques à distance
        if (spit == true)
        {
            InvokeRepeating("Spit", 2.0f, 2.0f);
        }
    }
示例#47
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    void Start()
    {
        //   distancia = new Vector2(target.position.x - this.transform.position.x, target.position.y - this.transform.position.y);
        speed  = 0;
        seeker = GetComponent <Seeker>();
        rb     = GetComponent <Rigidbody2D>();
        anim   = GetComponent <Animator>();
        aux    = 0;

        if (target == null)
        {
            Debug.LogError("null player found ");
            return;
        }
        //start pat to the target
        seeker.StartPath(transform.position, target.position, OnPathComplete);

        StartCoroutine(UpdatePath());
    }
示例#48
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    public void Start()
    {
        randNum = Random.RandomRange(1, 5);
        chooseTarget();
        Debug.Log(this.name + "'s " + "target: " + target);
        seeker = GetComponent <Seeker>();
        rb     = GetComponent <Rigidbody2D>();

        if (target == null)
        {
            Debug.LogError("No Player Found? PANIC!");
            return;
        }

        // start path to the target position, return the result to the OnPathComplete method
        seeker.StartPath(transform.position, target.position, OnPathComplete);

        StartCoroutine(UpdatePath());
    }
示例#49
0
    protected virtual void Start()
    {
        if (playerTarget == null)
        {
            playerTarget = GameManager.player.transform;
            target       = playerTarget;
        }

        attackTimer = attackCooldown;
        controller  = GetComponent <Controller2D>();
        creature    = GetComponent <LivingCreature>();
        anim        = GetComponent <Animator>();

        if (pathfinding && GetComponent <Seeker>() != null)
        {
            seeker = GetComponent <Seeker>();
            StartCoroutine(UpdatePath());
        }
    }
示例#50
0
    void Start()
    {
        seeker = GetComponent <Seeker>();
        rb     = GetComponent <Rigidbody2D>();

        if (target == null)
        {
            if (!searchingForPlayer)
            {
                searchingForPlayer = true;
                StartCoroutine(SearchForPlayer());
            }
            return;
        }
        //Start a new path and return results in the function onPathComplete
        seeker.StartPath(transform.position, target.position, onPathComplete);

        StartCoroutine(UpdatePath());
    }
示例#51
0
    // Start is called before the first frame update
    void Start()
    {
        // Assigning Max Health to current health.
        currentHealth = MaxHealth;
        healthBar.SetMaxHealth(MaxHealth);

        // Finding the seeker component on our object
        seeker6 = GetComponent <Seeker>();


        // Finding the rigidbody component on our object
        rb6 = GetComponent <Rigidbody2D>();


        // generating our path at an interval
        // 0f = amount of time we want to wait
        // .5f = repeat rate
        InvokeRepeating("UpdatePath", 0f, .5f);
    }
    private float elapsedTime = 0f;      // time elapsed since last repathing op.

    // Use this for initialization
    void Start()
    {
        seeker = GetComponent <Seeker> ();
        if (seeker == null)
        {
            Debug.LogError("No seeker attached in PathFeeder");
        }

        pathFollowingSteering = GetComponent <PathFollowing> ();
        if (pathFollowingSteering == null)
        {
            Debug.LogError("No PathFollowing steering attached. No steering to feed");
        }

        pathFollowingSteering.enabled = false;         // can't be enabled until a path is available

        // start the path computation process
        seeker.StartPath(this.transform.position, target.transform.position, OnPathComplete);
    }
示例#53
0
    void Start()
    {
        wavenum = GameMaster.getwave();
        seeker  = GetComponent <Seeker>();
        rb      = GetComponent <Rigidbody2D>();
        target  = GameObject.FindGameObjectWithTag("Player").transform;
        if (target == null)
        {
            Debug.LogError("No Player found? PANIC!");
            return;
        }

        // Start a new path to the target position, return the result to the OnPathComplete method
        seeker.StartPath(transform.position, target.position, OnPathComplete);

        StartCoroutine(UpdatePath());

        time_to_sound = Time.time;
    }
 void Start()
 {
     //Scan the level terrain to provide a grid-graph of unwalkable/walkable nodes on startup to allow pathfinding to generate, obtain required components for use within the script.
     //Set position offsets for the sensors around the character.
     AstarPath.active.Scan();
     seeker = GetComponent <Seeker>();
     aiBody = GetComponent <Rigidbody2D>();
     seeker.StartPath(aiBody.position, pathTarget.position, OnPathComplete); //3rd parameter is the function to call once the path has been calculated, create a new path if pathfinding is complete.
     checkOffsetR    = new Vector3(0.3f, -0.3f, 0.0f);
     checkOffsetBM   = new Vector3(0.0f, -0.3f, 0.0f);
     checkOffsetBL   = new Vector3(-0.2f, -0.3f, 0.0f);
     checkOffsetT    = new Vector3(0.0f, 0.3f, 0.0f);
     checkOffsetFR   = new Vector3(0.3f, -0.3f, 0.0f);
     checkOffsetLand = new Vector3(0.0f, -0.3f, 0.0f);
     checkOffsetD    = new Vector3(0.3f, 0.3f, 0.0f);
     checkOffsetUR   = new Vector3(0.4f, 0.3f, 0.0f);
     diagonalCheck   = new Vector3(1.0f, 1.0f, 0.0f);
     playerCharacter = GameObject.Find("PlayerCharacter");
 }
示例#55
0
    void Start()
    {
        seeker = GetComponent <Seeker> ();
        rb     = GetComponent <Rigidbody2D> ();

        if (target == null)
        {
            if (!searchingForPlayer)
            {
                searchingForPlayer = true;
                StartCoroutine(SearchForPlayer());
            }
            return;
        }
        // Start a new path position to the target position, return the result to OnPathComplete method
        seeker.StartPath(transform.position, target.position, OnPathComplete);

        StartCoroutine(UpdatePath());
    }
示例#56
0
 void Start()
 {
     seeker = this.gameObject.AddComponent <Seeker>();
     res    = "gold";
     Debug.Log("this.tag " + this.tag);
     if (this.tag == "gold miner enemy")
     {
         Debug.Log("gold miner enemy");
         LookForResorces(res);
     }
     else
     {
         walk = this.gameObject.AddComponent <Walk>();
     }
     target   = this.GetComponent <Transform>();
     rb       = this.GetComponent <Rigidbody2D>();
     rb.drag  = 1.5f;
     animator = this.GetComponent <Animator>();
 }
示例#57
0
        void OnEnable()
        {
            Seeker seeker = GetComponent <Seeker>();

            seeker.pathCallback = OnPathComplete;

            // Create a new XPath with a custom ending condition
            XPath p = XPath.Construct(transform.position, targetPoint.position, null);

            p.endingCondition = new CustomEndingCondition(p, hLimit);
            p.endingCondition = new DistanceEndingCondition(p, _maxDistance);
            //p.endingCondition = new EndingConditionProximity(p, _maxDistance);


            // Draw a line in black from the start to the target point
            Debug.DrawLine(transform.position, targetPoint.position, Color.black);

            seeker.StartPath(p);
        }
示例#58
0
    public virtual void OnDeath(Vector3 knockForce)
    {
        DoRagDoll(knockForce);

        // Remove AI components we won't need anymore (if they exist)
        EnemyAI ai = GetComponent <EnemyAI>();

        if (ai != null)
        {
            CharacterAnimatorDebugger debug1 = GetComponent <CharacterAnimatorDebugger>();
            if (debug1 != null)
            {
                Destroy(debug1);
            }
            EnemyAIDebugger debug2 = GetComponent <EnemyAIDebugger>();
            if (debug2 != null)
            {
                Destroy(debug2);
            }
            Destroy(ai);
            Seeker seeker = GetComponent <Seeker>();
            if (seeker != null)
            {
                Destroy(seeker);
            }
            HeartBox heart = GetComponentInChildren <HeartBox>();
            if (heart != null)
            {
                Destroy(heart);
            }
            StealthKillTrigger stealthTrigger = GetComponentInChildren <StealthKillTrigger>();
            if (stealthTrigger != null)
            {
                Destroy(stealthTrigger);
            }

            // Remove ourselves
            Destroy(this);
            Destroy(CharInput);
            Destroy(Controller);
            Destroy(MecanimAnimator);
        }
    }
示例#59
0
    void Start()
    {
        seeker        = GetComponent <Seeker>();
        rb            = GetComponent <Rigidbody2D>();
        currentTarget = 0;

        //update path to first position
        UpdatePath();
        search = false;
        //InvokeRepeating("UpdatePath", 0f, 0.5f);

        // Transform to Vector3 array
        points = new Vector3[targets.Length];

        for (int i = 0; i < 3; i++)
        {
            points[i] = targets[i].position;
        }
    }
示例#60
0
    private void Start()
    {
        tr     = transform;
        rb     = GetComponent <Rigidbody>();
        seeker = GetComponent <Seeker>();

        random    = new System.Random((int)tr.position.x);
        panicList = new[]
        { "Nooo!", "Put me down!", "Help me!", "Aaaaah!", "Whyyyyy?", "Don't throw meeee!", "Please! Nooo!" };

        seeker.pathCallback += OnPathComplete;

        StartCoroutine(UpdateVictimPath());

        if (targetList.Length != 0)
        {
            SetTarget(targetList[0]);
        }
    }