public void AddEnemyToList(IAController iaController) { if (!listIA.Contains(iaController)) { listIA.Add(iaController); } }
public void PlayerIsNotDetected(IAController guard) { if (listAlertedGuards.Contains(guard)) { listAlertedGuards.Remove(guard); } }
public virtual void Start() { enemyController = gameObject.GetComponentInParent <EnemyController>(); iaController = gameObject.GetComponentInParent <IAController>(); isfrozen = false; this.meshRenderer = GetComponent <MeshRenderer> (); this.meshFilter = GetComponent <MeshFilter> (); this.mesh = new Mesh(); this.meshFilter.sharedMesh = mesh; this.isSecondFoV = false; this.minVertexOffset = 0f; this.maxDepth = float.PositiveInfinity; this.minRange = 0.1f; this.maxRange = 180f; this.minMeshQuality = 18; this.maxMeshQuality = 2500; this.minUpdateRate = 0.01f; this.detectedObjects = new List <Transform> (); this.previousMeshQuality = this.meshQuality; this.previousFovVertexOffset = this.fovVertexOffset; this.previousFovRange = this.fovRange; this.previousFovDepth = this.fovDepth; this.previousUpdateRate = this.updateRate; this.previousInteractiveFOV = this.interactiveFOV; this.nonInteractiveInit = true; if (Application.isPlaying) { InvokeRepeating("DrawFoV", 0f, this.updateRate); } }
public void PlayerIsDetected(IAController guard) { listShoutMarkers.Clear(); if (listAlertedGuards.Contains(guard)) { return; } else { listAlertedGuards.Add(guard); } }
public void AddEnemyToList(IAController iaController) { if(!listIA.Contains(iaController)) listIA.Add(iaController); }
public void PlayerIsNotDetected(IAController guard) { if(listAlertedGuards.Contains(guard)) listAlertedGuards.Remove(guard); }
public void PlayerIsDetected(IAController guard) { listShoutMarkers.Clear(); if(listAlertedGuards.Contains(guard)) return; else listAlertedGuards.Add(guard); }
public virtual void Start() { enemyController = gameObject.GetComponentInParent<EnemyController>(); iaController = gameObject.GetComponentInParent<IAController>(); isfrozen = false; this.meshRenderer = GetComponent<MeshRenderer> (); this.meshFilter = GetComponent<MeshFilter> (); this.mesh = new Mesh (); this.meshFilter.sharedMesh = mesh; this.isSecondFoV = false; this.minVertexOffset = 0f; this.maxDepth = float.PositiveInfinity; this.minRange = 0.1f; this.maxRange = 180f; this.minMeshQuality = 18; this.maxMeshQuality = 2500; this.minUpdateRate = 0.01f; this.detectedObjects = new List<Transform> (); this.previousMeshQuality = this.meshQuality; this.previousFovVertexOffset = this.fovVertexOffset; this.previousFovRange = this.fovRange; this.previousFovDepth = this.fovDepth; this.previousUpdateRate = this.updateRate; this.previousInteractiveFOV = this.interactiveFOV; this.nonInteractiveInit = true; if (Application.isPlaying) { InvokeRepeating ("DrawFoV", 0f, this.updateRate); } }