示例#1
0
        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);
            }
        }
示例#2
0
 public override void OnAwake()
 {
     navMeshAgent = GetComponent <UnityEngine.AI.NavMeshAgent>();
 }
 void Start()
 {
     nav = GetComponent <UnityEngine.AI.NavMeshAgent>();
 }
示例#4
0
 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;
                }
            }
        }
示例#6
0
 protected override void Init(UnityEngine.AI.NavMeshAgent Agent)
 {
     base.Init(Agent);
 }
示例#7
0
 //initialize components
 void Awake()
 {
     agent = GetComponent <UnityEngine.AI.NavMeshAgent>();
 }
示例#8
0
        //----------------------
        // Protected Variables

        //========================================
        //      setter / getter
        //------------------------------

        //========================================
        //      Unity's function
        //------------------------------
        private void Awake()
        {
            this.mNavMeshAgent = this.GetComponent <UnityEngine.AI.NavMeshAgent>();
        }
示例#9
0
 public override Status Update()
 {
     UnityEngine.AI.NavMeshAgent agent = self.GetComponent <UnityEngine.AI.NavMeshAgent>();
     agent.Stop();
     return(Status.Success);
 }
示例#10
0
 void Awake()
 {
     _navMeshAgent = this.GetComponentInChildren <UnityEngine.AI.NavMeshAgent>();
     _startingPos  = _navMeshAgent.transform.position;
 }
示例#11
0
 void SetInitialReferences()
 {
     entityComponent = transform.GetComponent <Entity>();
     attackComponent = transform.GetComponent <Attack>();
     nav             = GetComponent <UnityEngine.AI.NavMeshAgent>();
 }
 void Start()
 {
     _playerAgent = GetComponent <UnityEngine.AI.NavMeshAgent>();
 }
示例#13
0
        void Awake()
        {
            _transform = transform;

            _navMeshAgent = this.GetComponentInChildren <UnityEngine.AI.NavMeshAgent>();
        }
示例#14
0
 void Awake()
 {
     predator  = GameObject.Find("Predator");
     agent     = predator.GetComponent <UnityEngine.AI.NavMeshAgent>();
     character = predator.GetComponent <ThirdPersonCharacter>();
 }
示例#15
0
 private void Start()
 {
     character           = GetComponent <Character>();
     agent               = GetComponent <UnityEngine.AI.NavMeshAgent>();
     character.Afterlife = Afterlife;
 }
示例#16
0
 void SetInitialReferences()
 {
     myTransform    = transform;
     myNavMeshAgent = GetComponent <UnityEngine.AI.NavMeshAgent>();
     checkRate      = Random.Range(0.8f, 1.2f);
 }
示例#17
0
 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);
 }
示例#19
0
    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;
 }
示例#21
0
 //getting component references
 void Start()
 {
     animator = GetComponentInChildren <Animator>();
     nAgent   = GetComponent <UnityEngine.AI.NavMeshAgent>();
 }
示例#22
0
 private void Start()
 {
     agent = GetComponentInChildren <UnityEngine.AI.NavMeshAgent>();
 }
示例#23
0
 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>();
 }
示例#26
0
 public NavMeshAgent(GameObject gameObject)
 {
     UnityComponent = gameObject.GetComponent <UnityEngine.AI.NavMeshAgent>();
 }
示例#27
0
 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);
 }
示例#29
0
        /// 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")
示例#30
0
文件: Search.cs 项目: deeerr/MetroVR
 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;
 }