diff --git a/Assets/Scenes/MainMenu.shade b/Assets/Scenes/MainMenu.shade index 9de5cb3d..a4f98e50 100644 --- a/Assets/Scenes/MainMenu.shade +++ b/Assets/Scenes/MainMenu.shade @@ -530,7 +530,6 @@ Scripts: - Type: SHADE_Scripting.UI.FadeInOnActive Enabled: true - alpha: 0 - EID: 19 Name: Options Canvas IsActive: false @@ -1236,7 +1235,6 @@ Scripts: - Type: SHADE_Scripting.UI.FadeInOnActive Enabled: true - alpha: 0 - EID: 46 Name: Credits Canvas IsActive: false @@ -1461,7 +1459,6 @@ Scripts: - Type: SHADE_Scripting.UI.FadeInOnActive Enabled: true - alpha: 0 - EID: 441 Name: Level Select Buttons IsActive: true diff --git a/Assets/Scripts/Gameplay/AIBehaviour/AIRework/HomeOwnerAI.cs b/Assets/Scripts/Gameplay/AIBehaviour/AIRework/HomeOwnerAI.cs index 02c00e03..08bafb88 100644 --- a/Assets/Scripts/Gameplay/AIBehaviour/AIRework/HomeOwnerAI.cs +++ b/Assets/Scripts/Gameplay/AIBehaviour/AIRework/HomeOwnerAI.cs @@ -60,6 +60,14 @@ namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework { alertCooldown = 0.0f; } + + RigidBody rigid = GetComponent(); + if(rigid) + { + rigid.AngularVelocity = Vector3.Zero; + } + + } public bool ShouldTransitAlert() @@ -78,17 +86,17 @@ namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework public void RotateToPlayer() { - Transform playerTransform = player.GetComponent(); + //Transform playerTransform = player.GetComponent(); - //Rotate to face player. - Transform aiTransform = GetComponent(); - if(playerTransform && aiTransform) - { - Vector3 direction = playerTransform.GlobalPosition - aiTransform.GlobalPosition; - Quaternion currentRotation = aiTransform.LocalRotation; - Quaternion targetRotation = Quaternion.Euler(0.0f, MathF.Atan2(direction.x, direction.z), 0.0f); - aiTransform.LocalRotation = Quaternion.Slerp(currentRotation, targetRotation, 5.0f * (float)Time.FixedDeltaTime); - } + ////Rotate to face player. + //Transform aiTransform = GetComponent(); + //if(playerTransform && aiTransform) + //{ + // Vector3 direction = playerTransform.GlobalPosition - aiTransform.GlobalPosition; + // Quaternion currentRotation = aiTransform.LocalRotation; + // Quaternion targetRotation = Quaternion.Euler(0.0f, MathF.Atan2(direction.x, direction.z), 0.0f); + // aiTransform.LocalRotation = Quaternion.Slerp(currentRotation, targetRotation, 5.0f * (float)Time.FixedDeltaTime); + //} } diff --git a/Assets/Scripts/Gameplay/AIBehaviour/AIRework/RotateToVelocity.cs b/Assets/Scripts/Gameplay/AIBehaviour/AIRework/RotateToVelocity.cs index a8e37d1e..4b0fc8d0 100644 --- a/Assets/Scripts/Gameplay/AIBehaviour/AIRework/RotateToVelocity.cs +++ b/Assets/Scripts/Gameplay/AIBehaviour/AIRework/RotateToVelocity.cs @@ -9,7 +9,7 @@ namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework { public class RotateToVelocity : Script { - public float rotationPerSecond = 5.0f; + public float rotationPerSecond = 2.0f; protected override void update() {