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if (!setDestination) { navmesh.SetDestination (patrolSettings.waypoints [patrolSettings .currWayPt].transform.position); setDestination = true; } if ((navmesh.remainingDistance <= navmesh.stoppingDistance) || reachedDestinantion && navmesh .pathPending ) { setDestination = false; walkingToDest = false; forward = LerpSpeed (forward, 0, 15); currentWaitTime -= Time.deltaTime; if (patrolSettings.waypoints [patrolSettings .currWayPt].lookAtTarget != null) currentLookTransform = patrolSettings.waypoints [patrolSettings .currWayPt].lookAtTarget; if (currentWaitTime <= 0) { patrolSettings .currWayPt = (patrolSettings .currWayPt + 1) % patrolSettings.waypoints.Length ; reachedDestinantion = false; // if (patrolSettings.currWayPt == patrolSettings.waypoints.Length-1) // Debug.Break (); } else { reachedDestinantion = true; } } else { LookAtPosition (navmesh.steeringTarget); walkingToDest = true; forward = LerpSpeed (forward, 0.5f, 15); currentWaitTime = patrolSettings.waypoints [waypointIndex].Verweildauer; currentLookTransform = null; } |
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Martin Mundorf« (03.02.2018, 10:57) aus folgendem Grund: Um den Thread beizubehalten, aber um das Thema zu erweitern
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if ((navmesh.remainingDistance <= navmesh.stoppingDistance) || reachedDestinantion && navmesh .pathPending ) { if (currentWaitTime <= 0) { patrolSettings.currWayPt = (patrolSettings.currWayPt + 1) % patrolSettings.waypoints.Length ; reachedDestinantion = false; } else { reachedDestinantion = true; } setDestination = false; walkingToDest = false; forward = LerpSpeed (forward, 0, 15); currentWaitTime -= Time.deltaTime; if (patrolSettings.waypoints [patrolSettings.currWayPt].lookAtTarget != null) currentLookTransform = patrolSettings.waypoints [patrolSettings.currWayPt].lookAtTarget; } else { LookAtPosition (navmesh.steeringTarget); walkingToDest = true; forward = LerpSpeed (forward, 0.5f, 15); currentWaitTime = patrolSettings.waypoints [waypointIndex].Verweildauer; currentLookTransform = null; } |
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Martin Mundorf« (11.11.2017, 18:41)
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using UnityEngine; using System.Collections; using System.Collections.Generic ; [RequireComponent(typeof(CharacterMovement))] [RequireComponent(typeof(CharacterStats))] [RequireComponent(typeof(Animator))] public class AI : MonoBehaviour { //public UnityEngine.AI.NavMeshAgent navmesh; private CharacterMovement characterMove { get { return GetComponent<CharacterMovement> (); } set { characterMove = value; } } public Animator animator { get { return GetComponent<Animator> (); } set { animator = value; } } public CharacterStats characterStats { get { return GetComponent<CharacterStats> (); } set { characterStats = value; } } // private WeaponHandler weaponHandler {get{return GetComponent <WeaponHandler > ();}set { weaponHandler = value; }} // private UnityEngine.AI.NavMeshAgent navmesh {get{return GetComponentInChildren<UnityEngine.AI.NavMeshAgent>(); } set { navmesh = value;}} [System.Serializable ] public class States { public enum AIState { Patrol, Attack, Guard, WalkTo, Follow } public AIState aiState; } public States states; [System.Serializable] public class TeamSettings { public string Fraktion; public Transform Kapitän; public bool follow_in_team = false; } public TeamSettings teamS; [System.Serializable] public class PatrolSettings { [Header ("Auto-Set-Wegpunkt Prefab")] public KI_Wegpunkt dynamic_WP; [Header ("aktuelle Wegpunkte")] public KI_Wegpunkt [] waypoints; public int currWayPt = 0; [Header("Wegpunktfindung")] public KI_Wegpunkt NZZ; // public List < KI_Wegpunkt > meine_WPKTE = new List <KI_Wegpunkt >(); } public PatrolSettings patrolSettings; // Sichtfeld [System.Serializable] public class SightSettings { public LayerMask sightLayers; public float sightRange = 30f; public float fieldOfView = 90f; public float eyeheight; } public SightSettings sight; // Angriff [System .Serializable ] public class AttackSettings { public float fireChance = 0.1f; public float MindestAbstand = 3.0f; public float MaximalAbstand; public bool OutOfAmmo = false; } public AttackSettings attack; // // Waypoint-Gedönse private float currentWaitTime; private int waypointIndex; private Transform currentLookTransform; private bool walkingToDest; //Navigations-Gedönse private bool setDestination; private bool reachedDestinantion; private bool aiming; // variables Ziel [HideInInspector] public Vector3 income; // // Bewegung private float forward; //Zielerfassung im Kampf public Transform target; private Vector3 targetLastKnownPosition; private CharacterStats[] allCharacters; private GameObject GC; //Stati [HideInInspector] public string currentState; [HideInInspector] public string oldState; public bool unbewaffnet = false; void Awakening() { GC = GameObject.FindGameObjectWithTag ("GameController"); GameController ggc = GC.GetComponent <GameController > (); switch (characterStats.egS.team) { case CharacterStats.Eigenschaften.Team.Friend: ggc.teamSP.Freunde.Add (this.gameObject); if (teamS.Kapitän == null) { teamS.Kapitän = GameObject.FindGameObjectWithTag ("Player").transform ; } break; case CharacterStats.Eigenschaften.Team.Enemy : ggc.teamSP.Feinde.Add (this.gameObject); break; case CharacterStats.Eigenschaften.Team.Neutral : ggc.teamSP.Neutrale .Add (this.gameObject); break; case CharacterStats.Eigenschaften.Team.Spectator : ggc.teamSP.Beobachter.Add (this.gameObject); break; } } // Use this for initialization void Start () { Awakening (); attack.MaximalAbstand = sight.sightRange; nav_Setup (); // team Setup if (teamS.Kapitän != null) { income = teamS.Kapitän.transform.position; } // Wegpunkte Setup GetAllWaypoints (); ClosestWaypoint (); } void nav_Setup() { if (navmesh == null) { Debug.LogError ("We need a navmesh to traverse the world with."); enabled = false; return; } if (navmesh.transform == this.transform) { Debug.LogError ("The navmesh agent should be a child of the character: " + gameObject.name); enabled = false; return; } navmesh.speed = 0; navmesh.acceleration = 0; navmesh.autoBraking = false; if (navmesh.stoppingDistance == 0) { //navmesh.stoppingDistance = 1.3f; navmesh .stoppingDistance = attack .MindestAbstand / 2; } reachedDestinantion = false; } public void startsetzen() { KI_Wegpunkt actwp = Instantiate (patrolSettings .dynamic_WP , this.transform.position, Quaternion.identity) as KI_Wegpunkt ; //actwp.transform.parent = null; actwp.is_Master = true; } public void GetAllCharacters () { allCharacters = GameObject.FindObjectsOfType<CharacterStats> (); } // Update is called once per frame void Update () { currentState = states .aiState.ToString (); if (forward >= 0.8f) { animator.SetBool ("isRunning", true); } else { animator.SetBool ("isRunning", false); } //TODO: Animate the strafe when the enemy is trying to shoot us. characterMove.Animate (forward, 0); navmesh.transform.position = transform.position; if (weaponHandler != null) { weaponHandler.Aim (aiming); } if (target = this.transform ) target = null; GetAllCharacters (); LookForTarget (); patrolSettings.NZZ = ClosestWaypoint (); if (ClosestWaypoint ().is_Master) { patrolSettings .waypoints = ClosestWaypoint ().mein_Gatter.ToArray () ; } switch (states.aiState ) { case AI.States.AIState.Patrol: teamS.follow_in_team = false; Patrol (); break; case AI.States.AIState.Attack: FireAtEnemy (); break; case AI.States.AIState.Guard: teamS.follow_in_team = false; GuardAtPoint (); break; case AI.States.AIState.Follow: teamS.follow_in_team = true; follow (teamS.Kapitän.position); break; case AI.States.AIState.WalkTo: LookAtPosition (income); proceed (income); break; } } // langsam auf ein Ziel zuwenden public void LookAtPosition (Vector3 pos) { Quaternion didiRotation; Vector3 relliPos; Vector3 tippi; Vector3 tripper; tippi = pos; tripper = this.transform.position; tippi.y = 0; tripper.y = 0; relliPos = tippi - tripper; didiRotation = Quaternion.LookRotation (relliPos); transform .rotation = Quaternion .Slerp (this.transform .rotation , didiRotation , characterMove .movement .turnSpeed * Time.deltaTime ); } public void LookForTarget () { if (allCharacters.Length > 0) { foreach (CharacterStats c in allCharacters) { //if (c != this.characterStats && c.egS.Fraktion != this.characterStats.egS.Fraktion && c == ClosestEnemy() ) if (c != this.characterStats && c.egS.team != this.characterStats.egS.team && c == ClosestEnemy() ) { RaycastHit hit; Vector3 start = transform.position + (transform.up * sight.eyeheight); Vector3 dir = c.gameObject.GetComponent <CharacterMovement >().other_Setup .Kopf .transform.position - start; float sightAngle = Vector3.Angle (dir, transform.forward); if (Physics.Raycast (start, dir, out hit, sight.sightRange, sight.sightLayers) && sightAngle < sight.fieldOfView && hit.collider.GetComponent<CharacterStats>() && hit.transform != this.transform ) { target = hit.transform; targetLastKnownPosition = Vector3.zero; } else { if (target != null) { targetLastKnownPosition = target.position; target = null; } } } } } } CharacterStats ClosestEnemy () { CharacterStats closestCharacter = null; float minDistance = Mathf.Infinity; foreach (CharacterStats c in allCharacters) { // if (c != characterStats && c.egS.Fraktion != characterStats.egS.Fraktion && c.egS.Fraktion != 3 && characterStats.egS.Fraktion != 3) { if (c != characterStats && c.egS.team != characterStats.egS.team && c.egS.team != (CharacterStats.Eigenschaften .Team .Neutral ) && characterStats.egS.team != (CharacterStats.Eigenschaften .Team .Neutral )) { float distToCharacter = Vector3.Distance (c.transform.position, transform.position); if (distToCharacter < minDistance) { closestCharacter = c; minDistance = distToCharacter; } } } return closestCharacter; } // den nächstgelegenen Wegpunkt suchen private KI_Wegpunkt[] allWaypoints; public void GetAllWaypoints () { allWaypoints = GameObject.FindObjectsOfType<KI_Wegpunkt > (); } // nächsten Master-Waypoint finden KI_Wegpunkt ClosestWaypoint () { KI_Wegpunkt closestWaypoint = null; float minDistance = Mathf.Infinity; foreach (KI_Wegpunkt c in allWaypoints) { if (c.is_Master ) { float distToCharacter = Vector3.Distance (c.transform.position, this.transform.position); if (distToCharacter < minDistance) { closestWaypoint = c; minDistance = distToCharacter; } } } return closestWaypoint; } // nächsten Waypoint finden int cloWay() { if (patrolSettings.waypoints.Length == 0) return -1; int closest = 0; float lastDist = Vector3.Distance (this.transform.position, patrolSettings.waypoints [0].transform.position); for (int i = 1; i < patrolSettings.waypoints.Length; i++) { float thisDist = Vector3.Distance (this.transform.position, patrolSettings.waypoints [i].transform.position); if (lastDist > thisDist && i != patrolSettings.currWayPt) { closest = 1; } } return closest; } // Patroullie gehen void Patrol () { oldState = currentState; if (target == null || attack .OutOfAmmo ) { aiming = false; // Vector3 direction = patrolSettings.waypoints [patrolSettings.currWayPt].transform.position - this.transform.position; // this.transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation (direction), 5 * Time.deltaTime); // // // // forward = LerpSpeed (forward, 0.5f, 15); // if (direction.magnitude < navmesh.stoppingDistance) // // { // // Debug.Log ("waypoint erreicht"); // // patrolSettings.currWayPt += 1; // // if (patrolSettings.currWayPt > patrolSettings.waypoints.Length-1) // patrolSettings.currWayPt = 0; // // } // ########################################################// if (!setDestination) { try { navmesh.SetDestination (patrolSettings.waypoints [patrolSettings.currWayPt].transform.position); } catch (System.IndexOutOfRangeException ex) { navmesh.SetDestination (patrolSettings.waypoints [0].transform.position); } setDestination = true; } if ((navmesh.remainingDistance <= navmesh.stoppingDistance) || reachedDestinantion && navmesh .pathPending ) { if (currentWaitTime <= 0) { patrolSettings.currWayPt = (patrolSettings.currWayPt + 1) % patrolSettings.waypoints.Length; reachedDestinantion = false; } else { reachedDestinantion = true; } setDestination = false; walkingToDest = false; forward = LerpSpeed (forward, 0, 15); currentWaitTime -= Time.deltaTime; try { if (patrolSettings.waypoints [patrolSettings.currWayPt].lookAtTarget != null) currentLookTransform = patrolSettings.waypoints [patrolSettings.currWayPt].lookAtTarget; } catch (System.IndexOutOfRangeException ex) { if (patrolSettings.waypoints [0].lookAtTarget != null) currentLookTransform = patrolSettings.waypoints [0].lookAtTarget; } } else { LookAtPosition (navmesh.steeringTarget); walkingToDest = true; forward = LerpSpeed (forward, 0.5f, 15); try { currentWaitTime = patrolSettings.waypoints [waypointIndex].Verweildauer; } catch (System.IndexOutOfRangeException ex) { currentWaitTime = patrolSettings.waypoints [0].Verweildauer; } currentLookTransform = null; } // ///////////////////////////////////////############################### } else { // Hier müsste wohl auch In Deckung Gehen hinkommen... states.aiState = AI.States.AIState.Attack; } } // auf Gegner feuern public void FireAtEnemy() { /// nur auf KI des anderen Team und nicht auf Neutrale oder Tote schießen //if (target != null && !attack.OutOfAmmo && target.GetComponent<CharacterStats > ().egS.Fraktion != characterStats.egS.Fraktion && target.GetComponent<CharacterStats > ().egS.Fraktion != 3 && target.GetComponent<CharacterStats > ().egS.health > 0) { if (target != null && !attack.OutOfAmmo && target.GetComponent<CharacterStats > ().egS.team != characterStats.egS.team && (target.GetComponent<CharacterStats > ().egS .team != CharacterStats.Eigenschaften.Team.Neutral) && target.GetComponent<CharacterStats > ().egS.health > 0) { AttackBehaviour (); LookAtPosition (target.position); Vector3 start = transform.position + transform.up; Vector3 dir = target.position - transform.position; Ray ray = new Ray (start, dir); /// auf das Ziel zukommen float diss = Vector3.Distance (target.position, transform.position); float vorwärts; if (diss >= attack.MindestAbstand * 2) { vorwärts = 1.0f; } else { vorwärts = 0.0f; } characterMove.Animate (vorwärts, 0.0f); float vall = GetComponent <CharacterStats > ().egS.shooting; attack.fireChance = vall; float Chance = Random.Range (0.0f, 10.0f); if (Chance <= attack.fireChance) weaponHandler.FireCurrentWeapon (ray); } /// falls Ziel tot, nicht vorhanden, oder eigener CHarakter entdeckt wurde else if (target == null || target == this.transform) { aiming = false; AI.States .AIState ss = (AI.States .AIState)System.Enum.Parse (typeof(AI.States .AIState), oldState); if (ss == AI.States.AIState.Follow) { states.aiState = ss; } else if (ss == AI.States.AIState.Patrol) { states.aiState = ss; } else if (ss == AI.States.AIState.Guard) { states.aiState = ss; } else if (ss == AI.States.AIState.WalkTo) { states.aiState = ss; } } } //Angriff void AttackBehaviour() { if (weaponHandler.currentWeapon.ammo.carryingAmmo == 0 && weaponHandler.currentWeapon.ammo.clipAmmo == 0) { attack.OutOfAmmo = true; Debug.Log ("no more ammo"); states.aiState = AI.States.AIState.Guard ; return; } aiming = true; walkingToDest = false; setDestination = false; reachedDestinantion = false; currentLookTransform = null; forward = LerpSpeed (forward ,0,15); } // Dem Team-Anführer folgen public void follow(Vector3 income) { oldState = currentState; teamS.follow_in_team = true; if (income == null) { states.aiState = AI.States.AIState.Guard ; } FireAtEnemy (); if (!setDestination) { navmesh.SetDestination (income); setDestination = true; } if ((navmesh.remainingDistance <= navmesh.stoppingDistance) || reachedDestinantion && navmesh.pathPending ) { setDestination = false; LookAtPosition (teamS.Kapitän.transform.position); GuardAtPoint (); } else { LookAtPosition (navmesh.steeringTarget); LookAtPosition (teamS.Kapitän.transform.position); walkingToDest = true; if (navmesh.remainingDistance < attack .MindestAbstand ) { forward = 0.5f; } else { forward = 1.0f; } currentWaitTime = Random.Range (3, 4); currentLookTransform = null; } } // zu einer bestimmten Position im Terrain gehen public void proceed(Vector3 income) { oldState = currentState; navmesh.SetDestination (income); setDestination = true; if ((navmesh.remainingDistance <= navmesh.stoppingDistance) || reachedDestinantion && navmesh.pathPending ) { setDestination = false; LookAtPosition (income); GuardAtPoint (); } else { LookAtPosition (navmesh.steeringTarget); LookAtPosition (income); walkingToDest = true; if (navmesh.remainingDistance < attack .MindestAbstand ) { forward = 0.5f; } else { forward = 1.0f; } currentWaitTime = Random.Range (3, 4); currentLookTransform = null; } } // an einer Stelle stehen bleiben void GuardAtPoint() { oldState = currentState; reachedDestinantion = true; setDestination = false; walkingToDest = false; //animator.Play ("idle_1"); animator.SetBool ("isRunning",false); characterMove.Animate (0.0f , 0.0f); target = null; //LookForTarget (); // teamS.follow_in_team = false; } //public IEnumerator backToPatrol() // { // yield return new WaitForSeconds (0.2f); // states.aiState = AI.States.AIState.Patrol; // } // //public IEnumerator backToFollow() // { // yield return new WaitForSeconds (0.2f); // states.aiState = AI.States.AIState.Follow ; // } // // // public IEnumerator backToGuard() // { // yield return new WaitForSeconds (0.2f); // states.aiState = AI.States.AIState.Guard ; // } // irgendwas aus dem original-tutorial mit dem Animator void OnAnimatorIK () { animator.SetIKPosition (AvatarIKGoal.LeftHand, weaponHandler.currentWeapon.userSettings.leftHandIKTarget.position); if (currentLookTransform != null && !walkingToDest) { animator.SetLookAtPosition (currentLookTransform.position); animator.SetLookAtWeight (1, 0, 0.5f, 0.7f); } else if (target != null) { float dist = Vector3.Distance (target.position, transform.position); if (dist > 3) { animator.SetLookAtPosition (target.transform.position + transform.right * 0.3f); animator.SetLookAtWeight (1, 1, 0.3f, 0.2f); } else { // FixME to do a smoother transition; // Vector3 newlookPos = Vector3.Lerp (target.transform .position + transform.right, target.transform.position + target.up + transform.right, Time.deltaTime * 5 ); animator.SetLookAtPosition (target.transform.position + target.up + transform.right * 0.3f); animator.SetLookAtWeight (1, 1, 0.3f, 0.2f); } } } float LerpSpeed (float curSpeed, float destSpeed, float time) { curSpeed = Mathf.Lerp (curSpeed, destSpeed, Time.deltaTime * time); return curSpeed; } // void Patrol () // { // // // oldState = currentState; // // if (target == null || attack .OutOfAmmo ) // { // // // Patrolbehaviour (); // aiming = false; // // // if (!navmesh.isOnNavMesh) { // Debug.Log (this.name + " We're off the navmesh"); // return; // } // // if (patrolSettings.waypoints.Length == 0) { // return; // } // // // if (!setDestination) // { // /// // //navmesh.SetDestination (patrolSettings.waypoints [waypointIndex].destination.position); // /// // navmesh.SetDestination (patrolSettings.waypoints [waypointIndex].transform.position); // setDestination = true; // } // if ((navmesh.remainingDistance <= navmesh.stoppingDistance) || reachedDestinantion && navmesh .pathPending ) // { // setDestination = false; // // walkingToDest = false; // forward = LerpSpeed (forward, 0, 15); // currentWaitTime -= Time.deltaTime; // // if (patrolSettings.waypoints [waypointIndex].lookAtTarget != null) // currentLookTransform = patrolSettings.waypoints [waypointIndex].lookAtTarget; // if (currentWaitTime <= 0) { // waypointIndex = (waypointIndex + 1) % patrolSettings.waypoints.Length ; // reachedDestinantion = false; // } // else // { // reachedDestinantion = true; // } // // } // else // { // LookAtPosition (navmesh.steeringTarget); // walkingToDest = true; // forward = LerpSpeed (forward, 0.5f, 15); // //currentWaitTime = patrolSettings.waypoints [waypointIndex].waitTime; // // /// // //currentWaitTime = Random.Range (patrolSettings.waypoints [waypointIndex].minWaitTime, patrolSettings.waypoints [waypointIndex].maxWaitTime); // /// // currentWaitTime = Random.Range (patrolSettings.waypoints [waypointIndex].min_Verweilzeit , patrolSettings.waypoints [waypointIndex].max_Verweilzeit ); // // currentLookTransform = null; // } // // // } // else // { // // Hier müsste wohl auch In Deckung Gehen hinkommen... // states.aiState = AI.States.AIState.Attack; // } // } } // [System.Serializable] // public class WaypointBase // { // public Transform destination; // // public Transform lookAtTarget; // public float minWaitTime = 1.0f; // public float maxWaitTime = 6.0f; // // public float waitTime; // // } // public WaypointBase waypointBASE; // // [System.Serializable] // public class PatrolSettings // { // public WaypointBase[] waypoints; // // } // public PatrolSettings patrolSettings; // [System.Serializable] // public class WaypointBase // { // public Transform destination; // // public Transform lookAtTarget; // public float minWaitTime = 1.0f; // public float maxWaitTime = 6.0f; // // public float waitTime; // // } // public WaypointBase waypointBASE; |
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[System .Serializable ] public class AttackSettings { public float fireChance = 0.1f; public float MindestAbstand = 3.0f; public float MaximalAbstand; public bool OutOfAmmo = false; } |
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patrolSettings.currWayPt = (patrolSettings.currWayPt + 1) % patrolSettings.waypoints.Length; |
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