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; } }
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"; } }
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; // } //} }
// Use this for initialization void Start () { //target = GameObject.FindGameObjectWithTag("Target").transform; seeker = GetComponent<Seeker>(); seeker.StartPath (transform.position, target.position, OnPathComplete); }
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()); }
// 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(); }
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; }
/** Alerts the Seeker that this modifier exists */ public void Awake () { seeker = GetComponent<Seeker>(); if (seeker != null) { seeker.RegisterModifier(this); } }
/** Use this for initialization */ public void Start () { seeker = GetComponent<Seeker>(); controller = GetComponent<CharacterController>(); tr = transform; Repath(); }
void Start() { _seeker = GetComponent<Seeker>(); _characterController = GetComponent<CharacterController>(); _compass = transform.Find("Compass"); }
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()); }
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); }
// 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; } }
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 ); }
// 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; }
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; } } } }
public void Start() { seeker = GetComponent<Seeker>(); controller = GetComponent<CharacterController>(); FindTarget(); StartCoroutine(GetNewPath()); }
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; }
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(); }
void Awake() { startingHP = HP; lastPos = transform.position; seeker = GetComponent<Seeker>(); nextWaypointDistance = 0.1f; takeLife = false; }
// Use this for initialization void Start () { target = GameObject.Find ("CharacterRobotBoy").transform; seeker = GetComponent<Seeker> (); }
public override void Activate(BTDatabase database) { base.Activate(database); _trans = database.transform; seeker = _trans.GetComponent<Seeker>(); controller = _trans.GetComponent<CharacterController>(); seeker.pathCallback += OnPathComplete; }
protected override void Start (){ base.Start (); currentWaypoint = 0; seeker = GetComponent<Seeker>(); characterController = GetComponent<CharacterController>(); unitState = State.idle; }
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); } }
// 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>(); }
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); }
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()); }
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) //}; }
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()); }
// 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()); }
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()); }
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()); }
/** 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; }
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()); }
private void Start() { seeker = GetComponent <Seeker>(); rb = GetComponent <Rigidbody2D>(); if (target == null) { if (!searchingForItem) { searchingForItem = true; StartCoroutine(SearchForObject()); } return; } StartCoroutine(UpdatePath()); }
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); }
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); }
// 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); } }
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()); }
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()); }
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()); } }
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()); }
// 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); }
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"); }
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()); }
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>(); }
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); }
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); } }
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; } }
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]); } }