Set detected parameters in AI states
Increase size of score zone in level 1
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@ -7912,11 +7912,11 @@
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- Is Trigger: true
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Collision Tag: 0
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Type: Box
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Half Extents: {x: 4, y: 1, z: 4}
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Half Extents: {x: 4, y: 1, z: 7.5}
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Friction: 0.400000006
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Bounciness: 0
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Density: 1
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Position Offset: {x: -1, y: -1.5, z: 1.5}
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Position Offset: {x: -1, y: -1.5, z: 3.20000005}
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Rotation Offset: {x: 0, y: 0, z: 0}
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IsActive: true
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Scripts:
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@ -8100,11 +8100,11 @@
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- Is Trigger: true
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Collision Tag: 0
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Type: Box
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Half Extents: {x: 4, y: 1, z: 4}
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Half Extents: {x: 4, y: 1, z: 7.5}
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Friction: 0.400000006
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Bounciness: 0
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Density: 1
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Position Offset: {x: 1, y: -1.5, z: 1.5}
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Position Offset: {x: 1, y: -1.5, z: 3.20000005}
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Rotation Offset: {x: 0, y: 0, z: 0}
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IsActive: true
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Scripts:
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@ -1,4 +1,4 @@
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using SHADE;
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using SHADE;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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@ -26,6 +26,7 @@ namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
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animator.PlayOneShot(ai.alertAnim);
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}
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SHADE.Audio.SetParameterWithLabel("PlayerDetection", "Detected");
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}
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public override void OnExit()
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{
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@ -24,6 +24,7 @@ namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
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{
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timer = 0.0f;
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animator.Play(ai.idleAnim);
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SHADE.Audio.SetParameterWithLabel("PlayerDetection", "Undetected");
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RotateToVelocity rotate = ai.GetScript<RotateToVelocity>();
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if (rotate)
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{
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