示例#1
0
 // Update is called once per frame
 void Update()
 {
     SetDistances();
     if (myActor.equippedItemGameobject == null)
     {
         if (closestWeapon == null || closestWeapon.isOut)
         {
             agent.SetDestination(this.transform.position); //no weapons avail
             return;
         }
         if (Vector3.Distance(closestWeapon.gameObject.transform.position, gameObject.transform.position) < 1.2)
         {
             myActor.PickupItem(closestWeapon.gameObject);
             equippedWeapon = myActor.equippedItemGameobject.GetComponent <WeaponContainer>();
             return;
         }
         else
         {
             agent.SetDestination(closestWeapon.gameObject.transform.position);
         }
     }
     else
     {
         //we should have a weapon
         if (foe == null)
         {
             if (debugging)
             {
                 print("no enemy found");
             }
             agent.SetDestination(this.transform.position);
             return;
         }
         if (Vector3.Distance(foe.gameObject.transform.position, this.gameObject.transform.position) < myActor.GetWeapon().range)
         {
             gameObject.transform.LookAt(foe.gameObject.transform.position);
             agent.SetDestination(this.transform.position); //done moving
             RaycastHit hit;
             if (Physics.Raycast(this.transform.position, this.gameObject.transform.forward, out hit, myActor.GetWeapon().range, 1 << 9))
             {
                 if (hit.collider.gameObject == foe.GetComponent <Collider>().gameObject)
                 {
                     equippedWeapon.Use();
                 }
             }
         }
         else
         {
             gameObject.transform.LookAt(foe.gameObject.transform.position);
             this.agent.SetDestination(foe.gameObject.transform.position);
         }
     }
 }
示例#2
0
    // Update is called once per frame
    void Update()
    {
        if (myActor.equippedItemGameobject == null)
        {
            SetDistancesItems();
            if (closestWeapon == null || closestWeapon.isOut)
            {
                agent.SetDestination(this.transform.position); //no weapons avail
                return;
            }
            if (Vector3.Distance(closestWeapon.gameObject.transform.position, gameObject.transform.position) < 1.2 && myActor.health > 0)
            {
                myActor.PickupItem(closestWeapon.gameObject);
                equippedWeapon = GameManager.linkedWeapons[myActor.equippedItemGameobject];
                return;
            }
            else
            {
                agent.SetDestination(closestWeapon.gameObject.transform.position);
            }
        }
        else
        {
            SetDistancesEnemies();
            //we should have a weapon
            if (foe == null)
            {
                if (debugging)
                {
                    print("no enemy found");
                }
                agent.SetDestination(this.transform.position);
                return;
            }
            if (Vector3.Distance(foe.gameObject.transform.position, this.gameObject.transform.position) < myActor.GetWeapon().range)
            {
                Vector3 targetPosition = new Vector3(foe.transform.position.x,
                                                     this.transform.position.y,
                                                     foe.transform.position.z);

                gameObject.transform.LookAt(targetPosition);
                agent.SetDestination(this.transform.position); //done moving
                RaycastHit hit;
                if (Physics.Raycast(this.transform.position, this.gameObject.transform.forward, out hit, myActor.GetWeapon().range, 1 << 9))
                {
                    if (hit.collider.gameObject == foe.gameObject)
                    {
                        equippedWeapon.Use();
                    }
                }
            }
            else
            {
                Vector3 targetPosition = new Vector3(foe.transform.position.x,
                                                     this.transform.position.y,
                                                     foe.transform.position.z);

                gameObject.transform.LookAt(targetPosition);
                this.agent.SetDestination(foe.gameObject.transform.position);
            }
        }
    }
示例#3
0
 IEnumerator Attack()
 {
     weaponContainer.Use();
     yield return(new WaitForSeconds(1));
 } // Grabs the WC and uses the Swing method.