Tuesday, December 14, 2010
Week 11: Programming
Beginning Sedja AI Script:
var horous: GameObject;
var enemyState = "String";
var health=100;
var attackState="String";
function Start(){
enemyState="chasemode";
attackState="weak";
}
function Update () {
var dist =Vector3.Distance(horous.transform.position, transform.position);
if(dist>=5){
enemyState="chasemode";
}
if(enemyState=="chasemode"){
enemychase();
}
if(enemyState=="attackmode"){
attackmode();
}
if(health<=0){
Destroy(gameObject);
}
}
function enemychase(){
transform.LookAt(horous.transform);
var dist =Vector3.Distance(horous.transform.position, transform.position);
if(dist<=2.3){
enemyState="attackmode";
animation.Play ("runoutro");
}
else{
rigidbody.transform.Translate(5*Vector3.forward * Time.deltaTime);
animation.Play ("run");
}
}
function attackmode(){
if(health<=0){
animation.Play ("attack2");
}
else{
animation.Play ("attack");
}
}
function OnGUI () {
GUI.Label(Rect(Screen.width - 120, 10, 200, 50),"Enemy Health: " + health);
}
function OnTriggerExit(other : Collider){
if (other.gameObject.tag == "player_weapon") {
health-=10;
}
}
Week 6: Programming
var health= 100;
function OnGUI () {
GUI.Label(Rect(Screen.width - 100, 10, 200, 50),"Enemy Health: " + health);
}
function OnGUI () {
GUI.Label(Rect(Screen.width - 100, 10, 200, 50),"Enemy Health: " + health);
}
Monday, December 6, 2010
Week 9: Programming: Enemy AI
var enemyaggro : GameObject;
var player2 : GameObject;
var enemyState = "String";
var health= 100;
var localChase =false;
var firstX=Vector3(0.0, 0.0, 0.0);
var lastPositionPlayer= Vector3(0.0, 0.0, 0.0);
var returnTimer=0.0;
var lookingTimer=0.0;
var enemyPrefab : GameObject;
function Start(){
enemyState = "idle";
print(enemyState);
firstX=transform.position;
}
function Update () {
if(enemyState=="idle"){
returnTimer=0.0;
}
if(enemyState == "chase"){
enemychase();
print(enemyState);
}
if(enemyState == "attackmode"){
enemyAttack();
print(enemyState);
}
if(localChase){
enemyState="chase";
}
if(enemyState=="looking"){
startLooking2();
}
if(enemyState=="confusion"){
startConfusion();
}
if(enemyState=="return"){
returnPosition();
}
if(returnTimer>=5){
enemyState="stuck";
stuck();
returnTimer=0.0;
}
if(lookingTimer>=20){
enemyState="return";
lookingTimer=0.0;
}
}
function OnCollisionStay (collision : Collision) {
if (collision.gameObject.tag == "Player") {
enemyState="attackmode";
}
}
function enemyAttack(){
transform.LookAt(player2.transform);
localChase=false;
yield;
print("enemyhit");
yield;
localChase=true;
enemyState="idle";
}
function enemychase(){
transform.LookAt(player2.transform);
var dist =Vector3.Distance(player2.transform.position, transform.position);
if(dist<=2){
localChase=false;
enemyState="attackmode";
}
else{
rigidbody.transform.Translate(2*Vector3.forward * Time.deltaTime);
}
}
function startLocalChase () {
localChase =true;
}
function startLooking(){
localChase = false;
lastPositionPlayer=player2.transform.position;
enemyState ="looking";
transform.LookAt(lastPositionPlayer);
}
function startLooking2(){
if(!localChase){
lookingTimer+= Time.deltaTime;
transform.LookAt(lastPositionPlayer);
rigidbody.transform.Translate(2*Vector3.forward * Time.deltaTime);
var dist =Vector3.Distance(lastPositionPlayer, transform.position);
if(dist<=2){
enemyState="confusion";
print(enemyState);
}
}
}
function startConfusion(){
if(!localChase){
lookingTimer=0.0;
transform.Rotate(20*Vector3.down * Time.deltaTime);
yield WaitForSeconds(2);
enemyState="return";
print(enemyState);
}
}
function returnPosition(){
if(!localChase){
returnTimer+= Time.deltaTime;
transform.LookAt(firstX);
rigidbody.transform.Translate(2*Vector3.forward * Time.deltaTime);
var dist =Vector3.Distance(firstX, transform.position);
if(dist<=2){
enemyState="idle";
print(enemyState);
}
}
}
function stuck(){
print(enemyState);
yield WaitForSeconds(2);
enemyState="idle";
enemyarggo = Instantiate(enemyPrefab, firstX, transform.rotation);
Destroy(gameObject);
}
function OnGUI () {
GUI.Label(Rect(Screen.width - 120, 10, 200, 50),"Enemy Health: " + health);
}
var player2 : GameObject;
var enemyState = "String";
var health= 100;
var localChase =false;
var firstX=Vector3(0.0, 0.0, 0.0);
var lastPositionPlayer= Vector3(0.0, 0.0, 0.0);
var returnTimer=0.0;
var lookingTimer=0.0;
var enemyPrefab : GameObject;
function Start(){
enemyState = "idle";
print(enemyState);
firstX=transform.position;
}
function Update () {
if(enemyState=="idle"){
returnTimer=0.0;
}
if(enemyState == "chase"){
enemychase();
print(enemyState);
}
if(enemyState == "attackmode"){
enemyAttack();
print(enemyState);
}
if(localChase){
enemyState="chase";
}
if(enemyState=="looking"){
startLooking2();
}
if(enemyState=="confusion"){
startConfusion();
}
if(enemyState=="return"){
returnPosition();
}
if(returnTimer>=5){
enemyState="stuck";
stuck();
returnTimer=0.0;
}
if(lookingTimer>=20){
enemyState="return";
lookingTimer=0.0;
}
}
function OnCollisionStay (collision : Collision) {
if (collision.gameObject.tag == "Player") {
enemyState="attackmode";
}
}
function enemyAttack(){
transform.LookAt(player2.transform);
localChase=false;
yield;
print("enemyhit");
yield;
localChase=true;
enemyState="idle";
}
function enemychase(){
transform.LookAt(player2.transform);
var dist =Vector3.Distance(player2.transform.position, transform.position);
if(dist<=2){
localChase=false;
enemyState="attackmode";
}
else{
rigidbody.transform.Translate(2*Vector3.forward * Time.deltaTime);
}
}
function startLocalChase () {
localChase =true;
}
function startLooking(){
localChase = false;
lastPositionPlayer=player2.transform.position;
enemyState ="looking";
transform.LookAt(lastPositionPlayer);
}
function startLooking2(){
if(!localChase){
lookingTimer+= Time.deltaTime;
transform.LookAt(lastPositionPlayer);
rigidbody.transform.Translate(2*Vector3.forward * Time.deltaTime);
var dist =Vector3.Distance(lastPositionPlayer, transform.position);
if(dist<=2){
enemyState="confusion";
print(enemyState);
}
}
}
function startConfusion(){
if(!localChase){
lookingTimer=0.0;
transform.Rotate(20*Vector3.down * Time.deltaTime);
yield WaitForSeconds(2);
enemyState="return";
print(enemyState);
}
}
function returnPosition(){
if(!localChase){
returnTimer+= Time.deltaTime;
transform.LookAt(firstX);
rigidbody.transform.Translate(2*Vector3.forward * Time.deltaTime);
var dist =Vector3.Distance(firstX, transform.position);
if(dist<=2){
enemyState="idle";
print(enemyState);
}
}
}
function stuck(){
print(enemyState);
yield WaitForSeconds(2);
enemyState="idle";
enemyarggo = Instantiate(enemyPrefab, firstX, transform.rotation);
Destroy(gameObject);
}
function OnGUI () {
GUI.Label(Rect(Screen.width - 120, 10, 200, 50),"Enemy Health: " + health);
}
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