Fixed AI C# Script for final submission #283
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@ -41,7 +41,15 @@ public partial class LeafAttack : BehaviourTreeNode
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onEnter(BehaviourTreeNodeStatus.RUNNING);
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onEnter(BehaviourTreeNodeStatus.RUNNING);
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//Succeed when stand in hurt box for long enough
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//Succeed when stand in hurt box for long enough
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float captureTime = (float)GetNodeData("captureTimeLeft");
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//Debug.Log("Attempting to get blackboard data");
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float? captureTime = (float?)GetNodeData("captureTimeLeft");
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//Debug.Log("Got blackboard data");
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if (captureTime == null)
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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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captureTime -= Time.DeltaTimeF;
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captureTime -= Time.DeltaTimeF;
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SetNodeData("captureTimeLeft", captureTime);
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SetNodeData("captureTimeLeft", captureTime);
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//Debug.Log(captureTime.ToString());
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//Debug.Log(captureTime.ToString());
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@ -119,7 +119,7 @@ public partial class LeafChase : BehaviourTreeNode
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//Play SFX
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//Play SFX
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if (GetNodeData("isCapturing") != null && (bool)GetNodeData("isCapturing") == false)
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if (GetNodeData("isCapturing") != null && (bool)GetNodeData("isCapturing") == false)
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{
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{
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Debug.Log("AI Play capturing SFX");
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//Debug.Log("AI Play capturing SFX");
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}
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}
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SetNodeData("isCapturing", true);
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SetNodeData("isCapturing", true);
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@ -84,6 +84,10 @@ public partial class LeafPatrol : BehaviourTreeNode
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}
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}
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waypoints = (List<GameObject>)GetNodeData("waypoints");
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waypoints = (List<GameObject>)GetNodeData("waypoints");
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if (waypoints == null)
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{
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return;
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}
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Vector3 targetPosition = waypoints[currentWaypointIndex].GetComponent<Transform>().GlobalPosition;
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Vector3 targetPosition = waypoints[currentWaypointIndex].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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