void Awake() { float starttime = Time.realtimeSinceStartup; Debug.Log("Global Awake: Init: " + starttime); if (SceneManager.GetActiveScene().buildIndex == 0) { initialized = false; state = new Hashtable(); Initialize(); } isMobileScreen = isSmallScreenL; var men = Resources.Load("prefabs/Menus") as GameObject; var meni = Instantiate(men); meni.name = "Menus"; var dt = Resources.Load("prefabs/CharacterDialogText") as GameObject; var dti = Instantiate(dt); dti.name = "CharacterDialogText"; var dc = Resources.Load("prefabs/DialogControl") as GameObject; var dci = Instantiate(dc); dci.name = "DialogControl"; PersistentEngine.characterDialogText = dti.GetComponent <CharacterDialogText>(); player = GameObject.FindObjectOfType <Player>() ? GameObject.FindObjectOfType <Player>().GetComponent <Player>() : null; advCamera = GameObject.Find("MainCamera") ? GameObject.Find("MainCamera").GetComponent <AdvCamera>() : null; if (advCamera == null) { advCamera = GameObject.Find("Main Camera Runner") ? GameObject.Find("Main Camera Runner").GetComponent <AdvCamera>() : null; } navMeshAgent = GameObject.Find("NavmeshAgent") ? GameObject.Find("NavmeshAgent").GetComponent <UnityEngine.AI.NavMeshAgent>() : null; scene = GameObject.Find("Scene") ? GameObject.Find("Scene").GetComponent <Scene>() : null; customCursor = GameObject.Find("CustomCursor") ? GameObject.Find("CustomCursor").GetComponent <CustomCursor>() : null; customCursor.gameObject.SetActive(true); if (advCamera && PersistentEngine.activeCamera == null) { PersistentEngine.activeCamera = advCamera.GetComponent <Camera>(); } if (PersistentEngine.activeCamera == null && Camera.main) { PersistentEngine.activeCamera = Camera.main; } bool inBuildSettings = true; String current = SceneManager.GetActiveScene().path; var bf = Resources.Load("prefabs/BlackFade") as GameObject; var bfi = Instantiate(bf); bfi.name = "BlackFade"; GameObject Fade = GameObject.Find("BlackFade"); blackFade = Fade.GetComponent <SpriteRenderer>(); if (!inBuildSettings || SceneManager.GetActiveScene().buildIndex < SceneManager.sceneCountInBuildSettings - 1) { audioManager = GameObject.Find("AudioManager").GetComponent <AudioManager>(); audioManager.Initialise(); SetMusic(GetState("Global music") == 1 || GetState("Global music") == -1); SetSound(GetState("Global sound") == 1 || GetState("Global sound") == -1); int?savegameSlot = GetState("Global Savegame"); if (savegameSlot == null) { savegameSlot = 1; } SetSavegame((int)savegameSlot); if (SceneManager.GetActiveScene().buildIndex > 0 && GetState("Global level") != SceneManager.GetActiveScene().buildIndex) { SetState("Global level", SceneManager.GetActiveScene().buildIndex, true); } float endTime = Time.realtimeSinceStartup; float timePassed = endTime - starttime; Debug.Log("Global Awake: Init End: " + endTime + " time passed: " + timePassed); } blackFade.color = new Color(1, 1, 1, 1); if (string.IsNullOrEmpty(GetArrivalDoor()) && !string.IsNullOrEmpty(arrivalDoor)) { SetArrivalDoor(arrivalDoor); } }
public override void OnAwake() { navMeshAgent = GetComponent <UnityEngine.AI.NavMeshAgent>(); }
void Start() { nav = GetComponent <UnityEngine.AI.NavMeshAgent>(); }
public override void Start() { memory = self.GetComponent <Memory>(); agent = self.GetComponent <UnityEngine.AI.NavMeshAgent>(); timer = 2.0f; }
/// <summary> /// Read the data into the specified value. /// </summary> /// <param name="value">Value.</param> /// <param name="reader">Reader.</param> public override void ReadInto(object value, ISaveGameReader reader) { UnityEngine.AI.NavMeshAgent navMeshAgent = (UnityEngine.AI.NavMeshAgent)value; foreach (string property in reader.Properties) { switch (property) { case "destination": navMeshAgent.destination = reader.ReadProperty <UnityEngine.Vector3>(); break; case "stoppingDistance": navMeshAgent.stoppingDistance = reader.ReadProperty <System.Single>(); break; case "velocity": navMeshAgent.velocity = reader.ReadProperty <UnityEngine.Vector3>(); break; case "nextPosition": navMeshAgent.nextPosition = reader.ReadProperty <UnityEngine.Vector3>(); break; case "baseOffset": navMeshAgent.baseOffset = reader.ReadProperty <System.Single>(); break; case "autoTraverseOffMeshLink": navMeshAgent.autoTraverseOffMeshLink = reader.ReadProperty <System.Boolean>(); break; case "autoBraking": navMeshAgent.autoBraking = reader.ReadProperty <System.Boolean>(); break; case "autoRepath": navMeshAgent.autoRepath = reader.ReadProperty <System.Boolean>(); break; case "isStopped": navMeshAgent.isStopped = reader.ReadProperty <System.Boolean>(); break; case "path": navMeshAgent.path = reader.ReadProperty <UnityEngine.AI.NavMeshPath>(); break; case "agentTypeID": #if UNITY_2017_1_OR_NEWER navMeshAgent.agentTypeID = reader.ReadProperty <System.Int32>(); #else reader.ReadProperty <System.Int32>(); #endif break; case "areaMask": navMeshAgent.areaMask = reader.ReadProperty <System.Int32>(); break; case "speed": navMeshAgent.speed = reader.ReadProperty <System.Single>(); break; case "angularSpeed": navMeshAgent.angularSpeed = reader.ReadProperty <System.Single>(); break; case "acceleration": navMeshAgent.acceleration = reader.ReadProperty <System.Single>(); break; case "updatePosition": navMeshAgent.updatePosition = reader.ReadProperty <System.Boolean>(); break; case "updateRotation": navMeshAgent.updateRotation = reader.ReadProperty <System.Boolean>(); break; case "updateUpAxis": navMeshAgent.updateUpAxis = reader.ReadProperty <System.Boolean>(); break; case "radius": navMeshAgent.radius = reader.ReadProperty <System.Single>(); break; case "height": navMeshAgent.height = reader.ReadProperty <System.Single>(); break; case "obstacleAvoidanceType": navMeshAgent.obstacleAvoidanceType = reader.ReadProperty <UnityEngine.AI.ObstacleAvoidanceType>(); break; case "avoidancePriority": navMeshAgent.avoidancePriority = reader.ReadProperty <System.Int32>(); break; case "enabled": navMeshAgent.enabled = reader.ReadProperty <System.Boolean>(); break; case "tag": navMeshAgent.tag = reader.ReadProperty <System.String>(); break; case "name": navMeshAgent.name = reader.ReadProperty <System.String>(); break; case "hideFlags": navMeshAgent.hideFlags = reader.ReadProperty <UnityEngine.HideFlags>(); break; } } }
protected override void Init(UnityEngine.AI.NavMeshAgent Agent) { base.Init(Agent); }
//initialize components void Awake() { agent = GetComponent <UnityEngine.AI.NavMeshAgent>(); }
//---------------------- // Protected Variables //======================================== // setter / getter //------------------------------ //======================================== // Unity's function //------------------------------ private void Awake() { this.mNavMeshAgent = this.GetComponent <UnityEngine.AI.NavMeshAgent>(); }
public override Status Update() { UnityEngine.AI.NavMeshAgent agent = self.GetComponent <UnityEngine.AI.NavMeshAgent>(); agent.Stop(); return(Status.Success); }
void Awake() { _navMeshAgent = this.GetComponentInChildren <UnityEngine.AI.NavMeshAgent>(); _startingPos = _navMeshAgent.transform.position; }
void SetInitialReferences() { entityComponent = transform.GetComponent <Entity>(); attackComponent = transform.GetComponent <Attack>(); nav = GetComponent <UnityEngine.AI.NavMeshAgent>(); }
void Start() { _playerAgent = GetComponent <UnityEngine.AI.NavMeshAgent>(); }
void Awake() { _transform = transform; _navMeshAgent = this.GetComponentInChildren <UnityEngine.AI.NavMeshAgent>(); }
void Awake() { predator = GameObject.Find("Predator"); agent = predator.GetComponent <UnityEngine.AI.NavMeshAgent>(); character = predator.GetComponent <ThirdPersonCharacter>(); }
private void Start() { character = GetComponent <Character>(); agent = GetComponent <UnityEngine.AI.NavMeshAgent>(); character.Afterlife = Afterlife; }
void SetInitialReferences() { myTransform = transform; myNavMeshAgent = GetComponent <UnityEngine.AI.NavMeshAgent>(); checkRate = Random.Range(0.8f, 1.2f); }
private void Awake() { character = GetComponent <Character>(); agent = GetComponent <UnityEngine.AI.NavMeshAgent>(); agent.enabled = true; }
/// <summary> /// Read the data using the reader. /// </summary> /// <param name="reader">Reader.</param> public override object Read(ISaveGameReader reader) { UnityEngine.AI.NavMeshAgent navMeshAgent = SaveGameType.CreateComponent <UnityEngine.AI.NavMeshAgent>(); ReadInto(navMeshAgent, reader); return(navMeshAgent); }
void Start() { Init(); agent = this.gameObject.GetComponent<UnityEngine.AI.NavMeshAgent>(); switch(type){ case AItype.lamb: routine = CreateLamb(); break; case AItype.wolf: routine = CreateWolf(); break; default: routine = CreateDrone(); break; } if (autoStart) { routine.Run(); } }
void Awake() { _nav = GetComponent <UnityEngine.AI.NavMeshAgent> (); _capsuleCollider = GetComponent <CapsuleCollider>(); _transform = transform; }
//getting component references void Start() { animator = GetComponentInChildren <Animator>(); nAgent = GetComponent <UnityEngine.AI.NavMeshAgent>(); }
private void Start() { agent = GetComponentInChildren <UnityEngine.AI.NavMeshAgent>(); }
public override void OnStart() { UnityEngine.AI.NavMeshAgent agent = entity.GetComponent <UnityEngine.AI.NavMeshAgent>(); agent.ResetPath(); }
// Use this for initialization void OnEnable() { mode = "wandering"; agent = GetComponent <UnityEngine.AI.NavMeshAgent>(); timer = wanderTimer; }
public override void OnEnter() { agent = gameObject.Value.GetComponent <UnityEngine.AI.NavMeshAgent>(); }
public NavMeshAgent(GameObject gameObject) { UnityComponent = gameObject.GetComponent <UnityEngine.AI.NavMeshAgent>(); }
public override void Start() { memory = self.GetComponent <Memory>(); agent = self.GetComponent <UnityEngine.AI.NavMeshAgent>(); param = self.GetComponent <BaseAIParameters>(); }
public static bool ArriveDestination_NotPathPending(UnityEngine.AI.NavMeshAgent angent) { return(angent.remainingDistance <= angent.stoppingDistance && !angent.pathPending); }
/// CAUTION: EXPERIMENTAL !!!! /// <param name="agent">target to move</param> /// <param name="blackboardKey">blackboard key containing either a Transform or a Vector.</param> /// <param name="tolerance">acceptable tolerance</param> /// <param name="stopOnTolerance">should stop when in tolerance</param> /// <param name="updateFrequency">frequency to check for changes of reaching the destination or a Transform's location</param> /// <param name="updateVariance">random variance for updateFrequency</param> #if UNITY_5_5 public NavMoveTo(UnityEngine.AI.NavMeshAgent agent, string blackboardKey, float tolerance = 1.0f, bool stopOnTolerance = false, float updateFrequency = 0.1f, float updateVariance = 0.025f) : base("NavMoveTo")
public override void OnAwake() { // cache for quick lookup navMeshAgent = gameObject.GetComponent <UnityEngine.AI.NavMeshAgent>(); }
public CMoveAvoidanceComponent(IMovable movable, UnityEngine.AI.NavMeshAgent navMeshAgent) : base(movable, navMeshAgent) { m_SpeedThreshold = 1f; }