Separated walk AI from demon/patron reactions.

This commit is contained in:
shakurass 2014-04-27 11:02:42 -06:00
commit 1be47add34
11 changed files with 464 additions and 886 deletions

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@ -19,7 +19,7 @@ Material:
second:
m_Texture: {fileID: 0}
m_Scale: {x: .5, y: .5}
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File diff suppressed because it is too large Load diff

19
Assets/Scripts/Demon.cs Normal file
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@ -0,0 +1,19 @@
using UnityEngine;
using System.Collections;
public class Demon : MonoBehaviour {
void OnTriggerEnter(Collider other) {
//Instantiate(explosion, transform.position, transform.rotation);
if (other.tag == "Shank")
{
//Instantiate (playerExplosion, other.transform.position, other.transform.rotation);
Destroy(gameObject);
}
if (other.tag == "VVAura") {
renderer.material.color = Color.red;
}
}
}

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@ -0,0 +1,8 @@
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@ -3,7 +3,7 @@ using System.Collections;
public class NavPoint : MonoBehaviour {
void OnTriggerEnter(Collider other) {
Patron p = other.gameObject.GetComponent<Patron>();
WalkAI p = other.gameObject.GetComponent<WalkAI>();
if(p != null)
p.NextDest();
}

View file

@ -3,28 +3,6 @@ using System.Collections;
public class Patron : MonoBehaviour {
public GameObject[] destinations;
public int currentDestIndex = 0;
public Material evilMat;
public Material neutralMat;
private NavMeshAgent nva;
void Awake() {
nva = GetComponent<NavMeshAgent>();
nva.updateRotation = false;
nva.SetDestination(destinations[currentDestIndex].transform.position);
}
public void NextDest() {
if(currentDestIndex + 1 < destinations.Length)
++currentDestIndex;
else
currentDestIndex = 0;
nva.SetDestination(destinations[currentDestIndex].transform.position);
}
void OnTriggerEnter(Collider other) {
//Instantiate(explosion, transform.position, transform.rotation);
@ -33,14 +11,5 @@ public class Patron : MonoBehaviour {
//Instantiate (playerExplosion, other.transform.position, other.transform.rotation);
Destroy(gameObject);
}
if (other.tag == "VVAura") {
renderer.material = evilMat;
}
// gameController.AddScore (scoreValue);
//
// Destroy (other.gameObject);
// Destroy (gameObject);
}
}

View file

@ -58,8 +58,10 @@ public class PlayerController : MonoBehaviour {
animator.SetBool("isWalking", true);
}
if (moveHorizontal < 0)
if (moveHorizontal < 0) {
playerAngle.eulerAngles = new Vector3(0f, -180f, 0f);
}
if (moveHorizontal > 0)
playerAngle.eulerAngles = new Vector3(0f, 0f, 0f);
if (moveVertical < 0)
@ -70,8 +72,8 @@ public class PlayerController : MonoBehaviour {
Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
rigidbody.MovePosition (rigidbody.position + movement * speed * Time.deltaTime);
rigidbody.position.Normalize ();
rigidbody.freezeRotation = true;
rigidbody.position.Normalize ();
}
}

27
Assets/Scripts/WalkAI.cs Normal file
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@ -0,0 +1,27 @@
using UnityEngine;
using System.Collections;
public class WalkAI : MonoBehaviour {
public GameObject[] destinations;
public int currentDestIndex = 0;
public Material evilMat;
public Material neutralMat;
private NavMeshAgent nva;
void Awake() {
nva = GetComponent<NavMeshAgent>();
nva.updateRotation = false;
nva.SetDestination(destinations[currentDestIndex].transform.position);
}
public void NextDest() {
if(currentDestIndex + 1 < destinations.Length)
++currentDestIndex;
else
currentDestIndex = 0;
nva.SetDestination(destinations[currentDestIndex].transform.position);
}
}

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@ -0,0 +1,8 @@
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@ -19,7 +19,7 @@ Material:
second:
m_Texture: {fileID: 2800000, guid: 26c9dff0fed396341b045e42e3a0b500, type: 3}
m_Scale: {x: 1, y: .5}
m_Offset: {x: 0, y: .5}
m_Offset: {x: 0, y: 0}
m_Floats: {}
m_Colors:
data:

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@ -20,10 +20,10 @@ TextureImporter:
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