void Start() { controller = GetComponent <UnityStandardAssets.Vehicles.Car.CarController> (); aiController = GetComponent <UnityStandardAssets.Vehicles.Car.CarAIControl> (); progressTracker = GetComponent <UnityStandardAssets.Utility.WaypointProgressTracker> (); sceneManager = GameObject.Find("Race Scene Manager").GetComponent <RG_SceneManager>(); }
private void stopAllEnemy() { if (gameObject.tag == "Player") { GameObject[] allEnemyCar = GameObject.FindGameObjectsWithTag("Enemy"); if (allEnemyCar.Length > 0) { foreach (GameObject gameObjectEnemy in allEnemyCar) { if (gameObjectEnemy != null) { CarAIControl carAIControl = gameObjectEnemy.GetComponent <CarAIControl>(); EnemyGun enemyGun = gameObjectEnemy.GetComponent <EnemyGun>(); if ((carAIControl != null) && (enemyGun != null)) { carAIControl.stopCarAi(); enemyGun.stopShooting(); } } else { break; } } } } }
public void init(WaypointStrategy travelStrat) { controls = gameObject.GetComponent <UnityStandardAssets.Vehicles.Car.CarAIControl>(); travelStrategy = travelStrat; controls.SetTarget(travelStrategy.pickNextWaypoint().getTransform()); isDead = isDecoupled = false; hitPoints = 3; }
//ブレーキポイントに滞在中にm_limitsSpeedを速度が下回った場合ブレーキを離す private void OnTriggerStay(Collider other) { m_AiCon = other.gameObject.GetComponent <UnityStandardAssets.Vehicles.Car.CarAIControl>(); if (m_AiCon == null) { return; } //もしotherがAiでなければ処理を行わない if (m_AiCon.CurrentAiSpeed() <= m_limitsSpeed && m_AiCon.m_Driving == false) { m_AiCon.m_Driving = true; } }
public void init(ChaseStrategy chaseStrat) { controls = gameObject.GetComponent <UnityStandardAssets.Vehicles.Car.CarAIControl>(); chaseStrategy = chaseStrat; controls.SetTarget(chaseStrat.pickAttack().getTransform()); isDead = isDecoupled = false; hitPoints = 5; }
private void OnTriggerEnter(Collider other) { m_AiCon = other.GetComponent <UnityStandardAssets.Vehicles.Car.CarAIControl>(); if (m_AiCon == null) { return; } //もしotherがAiでなければ処理を行わない if (m_AiCon.CurrentAiSpeed() >= m_limitsSpeed && m_AiCon.m_Driving == true)//m_limitsSpeedより早ければスピードを下げる { m_AiCon.m_Driving = false; } }
// Use this for initialization void Start() { waypointlist[0] = new Vector3(-20.6f, 0f, 126.2f); waypointlist[1] = new Vector3(35.6f, 0f, 138.8f); waypointlist[2] = new Vector3(78.7f, 0f, 105.3f); waypointlist[3] = new Vector3(98.4f, 0f, 43.9f); waypointlist[4] = new Vector3(75.8f , 0f, -13.3f); waypointlist[5] = new Vector3(28.4f, 0f, -18.4f); waypointlist[6] = new Vector3(-4.2f, 0f, -2.3f); waypointlist[7] = new Vector3(-18.7f, 0f, 26f); waypointlist[8] = new Vector3(-31.6f, 0f, 57.4f); waypointlist[9] = new Vector3(-30f, 0f, 95f); carai = GetComponent(typeof(CarAIControl)) as CarAIControl; car = carai.GetComponent(typeof(CarController)) as CarController; waypointholder.position = waypointlist[0]; carai.SetTarget(waypointholder); for (int i = 0; i < 10; i++) { GameObject.Instantiate(marker); marker.transform.position = waypointlist[i]; } lasttime = 0; //In start initialize both currentCameraIndex = 0; //Turn all cameras off, except the first default one for (int i=1; i<cameras.Length; i++) { cameras[i].gameObject.SetActive(false); } //If any cameras were added to the controller, enable the first one if (cameras.Length>0) { cameras [0].gameObject.SetActive (true); } }
void Start() { cac = GetComponent <UnityStandardAssets.Vehicles.Car.CarAIControl> (); cc = GetComponent <UnityStandardAssets.Vehicles.Car.CarController> (); }
private void Awake() { // get the car controller m_Car = GetComponent <CarController>(); ai = GetComponent <CarAIControl>(); }
//bool outOfSpace = false; void Start() { cac = gameObject.transform.parent.gameObject.GetComponent <UnityStandardAssets.Vehicles.Car.CarAIControl> (); }
// Use this for initialization void Start() { car = GameObject.FindGameObjectWithTag("Player").GetComponent <UnityStandardAssets.Vehicles.Car.CarAIControl>(); Debug.Log("tar_f-Start"); }
private void FixedUpdate() { if (drop1.transform.childCount > 0 && drop2.transform.childCount > 0) { Destroy(preventsRollingDown); m_Car.Move(TURN, 2, 0, 0); if (!timeDone2) { TURN = 0; move_forward.color = new Color32(255, 128, 0, 255); if_else.color = new Color32(150, 20, 45, 45); if_else_content.color = new Color32(150, 20, 45, 45); if_statement.color = new Color32(150, 20, 45, 45); if_content.color = new Color32(150, 20, 45, 45); last_move_forward.color = new Color32(150, 20, 45, 45); StartCoroutine(Example2((float)17)); } if (timeDone2) { ////debug.log("TURN!!!!" + correct_input.ToString()); if (correct_input) { //TURN = -1; gameObject.AddComponent <CarAIControl>(); gameObject.AddComponent <WaypointProgressTracker>(); CarAIControl aiControl = GetComponent <CarAIControl>(); aiControl.m_Driving = true; aiControl.SetStopWhenTargetReached(false); WaypointProgressTracker wpt = GetComponent <WaypointProgressTracker>(); wpt.circuit = correctcircuit; wpt.target = WaypointTargetObject.transform; } else { //TURN = 1; gameObject.AddComponent <CarAIControl>(); gameObject.AddComponent <WaypointProgressTracker>(); CarAIControl aiControl = GetComponent <CarAIControl>(); aiControl.m_Driving = true; aiControl.SetStopWhenTargetReached(false); WaypointProgressTracker wpt = GetComponent <WaypointProgressTracker>(); wpt.circuit = wrongcircuit; wpt.target = WaypointTargetObject.transform; } move_forward.color = new Color32(150, 20, 45, 45); if (!entered) { if_statement.color = new Color32(255, 128, 0, 255); StartCoroutine(Example((float)0.2)); explainIfElse.SetActive(true); } else if (timeDone) { if_statement.color = new Color32(150, 20, 45, 45); if_content.color = new Color32(150, 20, 45, 45); if_else.color = new Color32(255, 128, 0, 255); if_else_content.color = new Color32(255, 128, 0, 255); if_statement_done = true; } if (timeDone3) { //TURN = 0; if_else.color = new Color32(150, 20, 45, 45); if_else_content.color = new Color32(150, 20, 45, 45); if_statement.color = new Color32(150, 20, 45, 45); if_content.color = new Color32(150, 20, 45, 45); last_move_forward.color = new Color32(255, 128, 0, 255); //m_Car.Move(0, 2, 0, 0); } } if (!timeDone3) { StartCoroutine(Example3((float)18)); } // ENUMERATORS THAT ARE RUN THROUGH COROUTINES IEnumerator Example(float time) { timeDone = false; yield return(new WaitForSeconds((float)time)); timeDone = true; entered = true; } IEnumerator Example2(float time) { ////debug.log("It reached here2"); timeDone2 = false; yield return(new WaitForSeconds((float)time)); timeDone2 = true; ////debug.log("It reached here3" + timeDone2.ToString()); } IEnumerator Example3(float time) { timeDone3 = false; yield return(new WaitForSeconds((float)time)); timeDone3 = true; ////debug.log("It reached here4" + timeDone2.ToString()); } } }
// Start is called before the first frame update void Start() { selfAI = GetComponent <CarAIControl>(); ManualTargetChange(); }
// Use this for initialization void Start() { carAIControl = GetComponent <CarAIControl>(); target = GameObject.Find("Target").transform; //carAIControl.setDriving(true); }