AI gets sent to a waypoint of choice when caught
This commit is contained in:
parent
d7d4e21005
commit
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@ -3477,6 +3477,7 @@
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Text: My name is Brandon.
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Text: My name is Brandon.
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Font: 174412429
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Font: 174412429
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Color: {x: 1, y: 1, z: 1, w: 1}
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Color: {x: 1, y: 1, z: 1, w: 1}
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Text Size: {x: 1, y: 1, z: 1}
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IsActive: true
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IsActive: true
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Canvas ID: 199
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Canvas ID: 199
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@ -3518,6 +3519,7 @@
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Text: My name is Brandon.
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Text: My name is Brandon.
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Font: 176667660
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Font: 176667660
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Color: {x: 1, y: 1, z: 1, w: 1}
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Color: {x: 1, y: 1, z: 1, w: 1}
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Text Size: {x: 1, y: 1, z: 1}
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IsActive: true
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IsActive: true
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Canvas ID: 199
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Canvas ID: 199
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@ -3539,6 +3541,7 @@
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Text: X2
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Text: X2
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Font: 174412429
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Font: 174412429
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Color: {x: 1, y: 1, z: 1, w: 1}
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Color: {x: 1, y: 1, z: 1, w: 1}
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Text Size: {x: 1, y: 1, z: 1}
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IsActive: true
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IsActive: true
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Canvas ID: 199
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Canvas ID: 199
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@ -5855,7 +5858,7 @@
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Components: ~
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Components: ~
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Scripts: ~
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Scripts: ~
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- EID: 165
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- EID: 165
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Name: 1
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Name: 0
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IsActive: true
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IsActive: true
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NumberOfChildren: 0
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NumberOfChildren: 0
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@ -5866,7 +5869,7 @@
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IsActive: true
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IsActive: true
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Scripts: ~
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Scripts: ~
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- EID: 164
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- EID: 164
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Name: 2
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Name: 1
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IsActive: true
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IsActive: true
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NumberOfChildren: 0
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NumberOfChildren: 0
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Components:
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@ -5877,7 +5880,7 @@
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IsActive: true
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IsActive: true
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Scripts: ~
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Scripts: ~
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- EID: 163
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- EID: 163
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Name: 3
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Name: 2
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IsActive: true
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IsActive: true
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NumberOfChildren: 0
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NumberOfChildren: 0
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Components:
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Components:
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@ -5888,7 +5891,7 @@
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IsActive: true
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IsActive: true
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Scripts: ~
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Scripts: ~
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- EID: 162
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- EID: 162
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Name: 4
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Name: 3
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IsActive: true
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IsActive: true
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NumberOfChildren: 0
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NumberOfChildren: 0
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Components:
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@ -5899,7 +5902,7 @@
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IsActive: true
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IsActive: true
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Scripts: ~
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Scripts: ~
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- EID: 161
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- EID: 161
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Name: 5
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Name: 4
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IsActive: true
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IsActive: true
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NumberOfChildren: 0
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NumberOfChildren: 0
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Components:
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Components:
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@ -5910,7 +5913,7 @@
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IsActive: true
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IsActive: true
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Scripts: ~
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Scripts: ~
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- EID: 160
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- EID: 160
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Name: 6
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Name: 5
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IsActive: true
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IsActive: true
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NumberOfChildren: 0
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NumberOfChildren: 0
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Components:
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Components:
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@ -5921,7 +5924,7 @@
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IsActive: true
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IsActive: true
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Scripts: ~
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Scripts: ~
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- EID: 159
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- EID: 159
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Name: 7
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Name: 6
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IsActive: true
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IsActive: true
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NumberOfChildren: 0
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NumberOfChildren: 0
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Components:
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Components:
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@ -5937,7 +5940,7 @@
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NumberOfChildren: 0
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NumberOfChildren: 0
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Components:
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Components:
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Transform Component:
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Transform Component:
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Translate: {x: 0.0576689839, y: 0, z: -2.61272359}
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Translate: {x: -3.45969725, y: 0, z: -2.61272359}
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Rotate: {x: -0, y: 0, z: -0}
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Rotate: {x: -0, y: 0, z: -0}
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Scale: {x: 1, y: 1, z: 1}
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Scale: {x: 1, y: 1, z: 1}
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IsActive: true
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IsActive: true
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@ -5975,12 +5978,13 @@
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- Type: Homeowner1
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- Type: Homeowner1
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Enabled: true
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Enabled: true
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waypointsPool: 166
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waypointsPool: 166
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startWaypoint: 162
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patrolSpeed: 3
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patrolSpeed: 3
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chaseSpeed: 6
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chaseSpeed: 6
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turningSpeed: 5
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turningSpeed: 5
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sightDistance: 8
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sightDistance: 8
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eyeOffset: [0, 1.64999998, 0]
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eyeOffset: [0, 1.64999998, 0]
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distanceToCapture: 0.5
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distanceToCapture: 0.800000012
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captureTime: 0.5
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captureTime: 0.5
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footstepSFXIntervalMultiplier: 0.5
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footstepSFXIntervalMultiplier: 0.5
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- EID: 12
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- EID: 12
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@ -6110,7 +6114,7 @@
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Components:
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Components:
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Transform Component:
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Transform Component:
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Translate: {x: 0, y: -300, z: 0}
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Translate: {x: 0, y: -300, z: 0}
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Rotate: {x: -4.5, y: 2, z: -2.5}
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Rotate: {x: 3.25, y: 0.5, z: 4.5}
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Scale: {x: 400, y: 100, z: 500}
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Scale: {x: 400, y: 100, z: 500}
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IsActive: true
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IsActive: true
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Renderable Component:
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Renderable Component:
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@ -6183,6 +6187,7 @@
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Text: Game Pause
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Text: Game Pause
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Font: 176667660
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Font: 176667660
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Color: {x: 1, y: 1, z: 1, w: 1}
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Color: {x: 1, y: 1, z: 1, w: 1}
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Text Size: {x: 1, y: 1, z: 1}
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IsActive: false
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IsActive: false
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UI Component:
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UI Component:
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Canvas ID: 10
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Canvas ID: 10
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@ -37,6 +37,9 @@ public partial class Homeowner1 : BehaviourTree
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private List<GameObject> waypoints;
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private List<GameObject> waypoints;
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[SerializeField]
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private GameObject startWaypoint;
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[SerializeField]
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[SerializeField]
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[Tooltip("The AI will patrol at this speed")]
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[Tooltip("The AI will patrol at this speed")]
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private float patrolSpeed;
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private float patrolSpeed;
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@ -151,6 +154,8 @@ public partial class Homeowner1 : BehaviourTree
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SetData("distanceToCapture", distanceToCapture);
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SetData("distanceToCapture", distanceToCapture);
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if (GetData("baseCaptureTime") == null || (float)GetData("baseCaptureTime") != captureTime)
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if (GetData("baseCaptureTime") == null || (float)GetData("baseCaptureTime") != captureTime)
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SetData("baseCaptureTime", captureTime);
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SetData("baseCaptureTime", captureTime);
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if (GetData("startWaypoint") == null || (GameObject)GetData("startWaypoint") != startWaypoint)
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SetData("startWaypoint", startWaypoint);
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events.Tick();
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events.Tick();
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@ -12,6 +12,7 @@
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using SHADE;
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using SHADE;
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using SHADE_Scripting.AIBehaviour.BehaviourTree;
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using SHADE_Scripting.AIBehaviour.BehaviourTree;
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using SHADE_Scripting.Audio;
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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@ -98,6 +99,35 @@ public partial class LeafAttack : BehaviourTreeNode
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if (player.GetScript<PlayerController>().stateMachine && !player.GetScript<PlayerController>().stateMachine.IsState(typeof(PlayerCaughtState)))
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if (player.GetScript<PlayerController>().stateMachine && !player.GetScript<PlayerController>().stateMachine.IsState(typeof(PlayerCaughtState)))
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player.GetScript<PlayerController>().stateMachine.SetState(typeof(PlayerCaughtState));
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player.GetScript<PlayerController>().stateMachine.SetState(typeof(PlayerCaughtState));
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//Teleport AI back to home waypoint
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int homeIndex = 0;
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GameObject? startWaypoint = null;
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List<GameObject>? waypoints = (List<GameObject>)GetNodeData("waypoints");
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if (GetNodeData("startWaypoint") != null)
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startWaypoint = (GameObject)GetNodeData("startWaypoint");
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if (startWaypoint != null)
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{
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for (int i = 0; i < waypoints.Count; ++i)
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{
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if (startWaypoint == waypoints[i])
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{
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homeIndex = i;
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}
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}
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}
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SetNodeData("currentWaypointIndex", homeIndex);
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SetNodeData("playerLastSightedWaypointIndex", homeIndex);
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SetNodeData("isAlert", false);
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Audio.SetParameterWithLabel("PlayerDetection", "Undetected");
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AudioHandler.audioClipHandlers["SFXHumming"].Play();
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Transform? transform = (Transform)GetNodeData("transform");
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if (waypoints != null && transform != null)
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{
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transform.GlobalPosition = waypoints[homeIndex].GetComponent<Transform>().GlobalPosition;
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}
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ClearNodeData("target");
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status = BehaviourTreeNodeStatus.SUCCESS;
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status = BehaviourTreeNodeStatus.SUCCESS;
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onExit(BehaviourTreeNodeStatus.SUCCESS);
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onExit(BehaviourTreeNodeStatus.SUCCESS);
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return status;
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return status;
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@ -60,7 +60,7 @@ public partial class LeafChase : BehaviourTreeNode
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}
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}
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}
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}
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//Debug.Log("Player is nearest " + nearestWaypointIndex);
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//Debug.Log("Player is nearest " + nearestWaypointIndex);
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//Debug.Log("I'm at " + (int)GetNodeData("currentWaypointIndex"));
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//Debug.Log("AI going to " + (int)GetNodeData("currentWaypointIndex"));
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SetNodeData("playerLastSightedWaypointIndex", nearestWaypointIndex);
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SetNodeData("playerLastSightedWaypointIndex", nearestWaypointIndex);
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}
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}
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@ -78,6 +78,7 @@ public partial class LeafChase : BehaviourTreeNode
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GetNodeData("distanceToCapture") == null ||
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GetNodeData("distanceToCapture") == null ||
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GetNodeData("baseCaptureTime") == null)
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GetNodeData("baseCaptureTime") == null)
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{
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{
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//Debug.Log("Chase Failure: null values");
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status = BehaviourTreeNodeStatus.FAILURE;
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status = BehaviourTreeNodeStatus.FAILURE;
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onExit(BehaviourTreeNodeStatus.FAILURE);
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onExit(BehaviourTreeNodeStatus.FAILURE);
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return status;
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return status;
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@ -29,7 +29,7 @@ public partial class LeafPatrol : BehaviourTreeNode
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private float chaseSpeed;
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private float chaseSpeed;
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private float turningSpeed;
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private float turningSpeed;
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private float retreatTimer = 0.0f;
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private float retreatTimer = 0.0f;
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private int currentWaypointIndex = 0;
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private int currentWaypointIndex = -1;
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private bool retreatState = false;
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private bool retreatState = false;
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private bool goingForwards = true;
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private bool goingForwards = true;
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@ -47,7 +47,7 @@ public partial class LeafPatrol : BehaviourTreeNode
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//node, and hence we do not need to inherit its constructors
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//node, and hence we do not need to inherit its constructors
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public LeafPatrol(string name) : base(name)
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public LeafPatrol(string name) : base(name)
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{
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{
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currentWaypointIndex = 0;
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currentWaypointIndex = -1;
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}
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}
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//When it comes to evaluating,
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//When it comes to evaluating,
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//Debug.LogWarning("LeafPatrol");
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//Debug.LogWarning("LeafPatrol");
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onEnter(BehaviourTreeNodeStatus.RUNNING);
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onEnter(BehaviourTreeNodeStatus.RUNNING);
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//Initialise home waypoint
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waypoints = (List<GameObject>)GetNodeData("waypoints");
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if (currentWaypointIndex == -1)
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{
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if (waypoints != null)
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{
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//Debug.Log("Waypoints not null");
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if (GetNodeData("startWaypoint") != null)
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{
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//Debug.Log("Getting start waypoint");
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GameObject startWaypoint = (GameObject)(GetNodeData("startWaypoint"));
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for (int i = 0; i < waypoints.Count; ++i)
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{
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if (startWaypoint == waypoints[i])
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{
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//Debug.Log("Leaf Patrol Constructor: Start Waypoint Index: " + i.ToString());
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currentWaypointIndex = i;
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SetNodeData("currentWaypointIndex", i);
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}
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}
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}
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else
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{
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status = BehaviourTreeNodeStatus.FAILURE;
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onExit(BehaviourTreeNodeStatus.FAILURE);
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return status;
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}
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}
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else
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{
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status = BehaviourTreeNodeStatus.FAILURE;
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onExit(BehaviourTreeNodeStatus.FAILURE);
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return status;
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}
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}
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//Get data
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//Get data
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if (GetNodeData("transform") == null ||
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if (GetNodeData("transform") == null ||
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GetNodeData("patrolSpeed") == null ||
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GetNodeData("patrolSpeed") == null ||
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@ -104,12 +140,13 @@ public partial class LeafPatrol : BehaviourTreeNode
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ClearNodeData("isWaiting");
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ClearNodeData("isWaiting");
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return;
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return;
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}
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}
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waypoints = (List<GameObject>)GetNodeData("waypoints");
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if (GetNodeData("currentWaypointIndex") != null)
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if (waypoints == null)
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{
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{
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return;
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//2023 Mar 4, 0400, this is needed when the AI teleports back to the first spot after catching
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currentWaypointIndex = (int)GetNodeData("currentWaypointIndex");
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}
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}
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Vector3 targetPosition = waypoints[currentWaypointIndex].GetComponent<Transform>().GlobalPosition;
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//Modulo operator to prevent out of range exceptions
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Vector3 targetPosition = waypoints[(currentWaypointIndex % waypoints.Count)].GetComponent<Transform>().GlobalPosition;
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//Reach waypoint by X and Z being near enough
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//Reach waypoint by X and Z being near enough
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//Do not consider Y of waypoints yet
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//Do not consider Y of waypoints yet
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Vector3 remainingDistance = targetPosition - transform.GlobalPosition;
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Vector3 remainingDistance = targetPosition - transform.GlobalPosition;
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//Debug.Log("AI is at " + transform.GlobalPosition.x.ToString() + " " + transform.GlobalPosition.y.ToString() + " " + transform.GlobalPosition.z.ToString());
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//Debug.Log("AI is at " + transform.GlobalPosition.x.ToString() + " " + transform.GlobalPosition.y.ToString() + " " + transform.GlobalPosition.z.ToString());
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Vector3 normalisedDifference = targetPosition - transform.GlobalPosition;
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Vector3 normalisedDifference = targetPosition - transform.GlobalPosition;
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normalisedDifference.y = 0.0f; //Do not move vertically
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normalisedDifference.y = 0.0f; //Do not move vertically
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//Debug.Log("Leaf Patrol Current Waypoint Index: " + currentWaypointIndex.ToString());
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//Debug.Log("True Difference x " + normalisedDifference.x.ToString() + " z " + normalisedDifference.z.ToString());
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normalisedDifference /= normalisedDifference.GetMagnitude();
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normalisedDifference /= normalisedDifference.GetMagnitude();
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//Debug.Log("Normalised Difference x " + normalisedDifference.x.ToString() + " z " + normalisedDifference.z.ToString());
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//Debug.Log("Normalised Difference x " + normalisedDifference.x.ToString() + " z " + normalisedDifference.z.ToString());
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