示例#1
0
        public New_Waypoint NextWaypoint(New_Waypoint previousWaypoint)
        {
            if (connections.Count == 0)                        //Revisa que la lista contenga objetos
            {
                Debug.LogError("Insufficient waypoint count"); //No hay waypoints, avisa de error y devuelve nulo
                return(null);
            }
            else if (connections.Count == 1 && connections.Contains(previousWaypoint)) //Revisa si la lista solo tiene 1 elemento y si es el mismo
            {
                Debug.LogWarning("Only one waypoint to move to...");                   //Solo existe un waypoint, avisa de error y regresa el mismo
                return(previousWaypoint);
            }
            else //Ninguna de las anteriores, encuentra un waypoint aleatorio que no sea el pasado
            {
                New_Waypoint nextWaypoint;

                int nextIndex = 0;

                do
                {
                    nextIndex    = UnityEngine.Random.Range(0, connections.Count);
                    nextWaypoint = connections[nextIndex];
                } while (nextWaypoint == previousWaypoint);

                return(nextWaypoint);
            }
        }
示例#2
0
        List <New_Waypoint> connections;                         //Se declara la lista de new_waypoints

        public void Start()
        {
            GameObject[] allWaypoints = GameObject.FindGameObjectsWithTag("Waypoint");                                                        //Coloca todos los game objects con tag "Waypoint" en un array

            connections = new List <New_Waypoint>();                                                                                          //Se inicializa la lista de new_waypoints

            for (int i = 0; i < allWaypoints.Length; i++)                                                                                     //Por cada objecto del array...
            {
                New_Waypoint nextWaypoint = allWaypoints[i].GetComponent <New_Waypoint>();                                                    //Establece a nextWaypoint el componente new_waypoint del objeto del array

                if (nextWaypoint != null)                                                                                                     //Revisa que contenga algo
                {
                    if (Vector3.Distance(this.transform.position, nextWaypoint.transform.position) <= conectivityRad && nextWaypoint != this) //Revisa si la distancia entre este objecto y nextWaypoint es <= al radio de conectividad Y nextwaypoint no se si mismo
                    {
                        connections.Add(nextWaypoint);                                                                                        //Se agrega a la lista
                    }
                }
            }
        }
示例#3
0
        private bool isPreparing;     //Si esta en espera de cambiar de estado

        public void Start()
        {
            currentState = EnemyState.Patrol;                  //En un inicio el enemigo esta en el estado de patrulla
            navMeshAgent = this.GetComponent <NavMeshAgent>(); //Se asigna el componente "NavMeshAgent" a la variable

            if (navMeshAgent == null)                          //Revisa en caso que no tenga el componente
            {
                Debug.LogError("The nav mesh agent component is not attached to " + gameObject.name);
            }
            else
            {
                if (currentWaypoint == null)                                                                    //Revisa si la variable es nula
                {
                    GameObject[] allWaypoints = GameObject.FindGameObjectsWithTag("Waypoint");                  //Guarda todos los objetos con tag "Waypoint" en un array

                    if (allWaypoints.Length > 0)                                                                // Si el array contiene objetos
                    {
                        while (currentWaypoint == null)                                                         //Mientras la variable sea nula
                        {
                            int          random           = UnityEngine.Random.Range(0, allWaypoints.Length);   //Variable local: Numero aleatorio entre 0 y longitud de array
                            New_Waypoint startingWaypoint = allWaypoints[random].GetComponent <New_Waypoint>(); //Establece la variable startingWaypoint como un objeto random del array "allWaypoints"

                            if (startingWaypoint != null)                                                       //Revisa si startingWaypoint no sea nula
                            {
                                currentWaypoint = startingWaypoint;                                             //Obvio
                            }
                        }
                    }
                    else
                    {
                        Debug.LogError("Failed to find any waypoints for use in scene"); //Si no encuentra ningun objeto con el tag
                    }
                }

                SetDestination(); //Ejecuta el metodo
            }

            currentState = EnemyState.Patrol; //Cambia el estado a patrullaje
        }
示例#4
0
        private void SetDestination()
        {
            if (waypointsVisited > 0)
            {
                New_Waypoint nextWaypoint = currentWaypoint.NextWaypoint(previousWaypoint);
                previousWaypoint = currentWaypoint;
                currentWaypoint  = nextWaypoint;
            }

            Vector3 targetVector = currentWaypoint.transform.position;

            navMeshAgent.SetDestination(targetVector);
            isTraveling  = true;
            currentState = EnemyState.Patrol;

            float rand = UnityEngine.Random.Range(0.0f, 1.0f);

            if (rand <= switchProb)
            {
                patrolWaiting = true;
            }
        }