本文整理汇总了C#中RAIN类的典型用法代码示例。如果您正苦于以下问题:C# RAIN类的具体用法?C# RAIN怎么用?C# RAIN使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
RAIN类属于命名空间,在下文中一共展示了RAIN类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: Execute
public override ActionResult Execute(RAIN.Core.AI ai)
{
Animator animator = ai.Body.GetComponent<Animator>();
animator.SetBool("run", true);
NavMeshAgent myAgent = ai.Body.GetComponent<NavMeshAgent>();
Vector3 myDestiny = ai.WorkingMemory.GetItem<Vector3>("destination");
Vector3 myPos = ai.Body.transform.position;
float distance = Vector3.Distance(myPos, myDestiny);
float myRadius = ai.Body.GetComponent<CapsuleCollider>().radius;
//Debug.Log ("distance" + distance);
//Debug.Log ("my rad" + myRadius);
//Debug.Log ("-------------------------------------");
//if the cop has reached his destination, search for a bit
if(distance < 1 ){
ai.WorkingMemory.SetItem<bool>("isSearching", true);
//ai.WorkingMemory.SetItem<bool>("hasDestination", false);
//Debug.Log ("MOVE ON TO SEARCHING");
return ActionResult.SUCCESS;
}
return ActionResult.RUNNING;
}
开发者ID:sabrinagreenlee,项目名称:JaneBound,代码行数:26,代码来源:Navigate.cs
示例2: Execute
public override ActionResult Execute(RAIN.Core.AI ai)
{
ai.Motor.Stop ();
VariableManager.StartInteractingWithPlayer (ai);
//Vector3 targetPosition = ai.WorkingMemory.GetItem<Vector3>("player") - ai.Body.transform.forward;
return ActionResult.SUCCESS;
}
开发者ID:guozanhua,项目名称:fantastic_m2,代码行数:7,代码来源:StartInteractingWithObject.cs
示例3: Execute
public override ActionResult Execute(RAIN.Core.AI ai)
{
_Time = _Time + Time.deltaTime;
float phase = Mathf.Sin(_Time / _Period);
ai.Kinematic.Rotation = new Vector3(0, phase * _Angle, 0);
return ActionResult.SUCCESS;
}
开发者ID:sabrinagreenlee,项目名称:JaneBound,代码行数:7,代码来源:Scan.cs
示例4: Execute
public override ActionResult Execute(RAIN.Core.AI ai)
{
NPC npc= ai.Body.GetComponent<NPC>();
npc.AnimRange=NPC.AI_ANIM_ATTACK_BASH;
//gob.executeAttack();
return ActionResult.SUCCESS;
}
开发者ID:hankmorgan,项目名称:UnderworldExporter,代码行数:7,代码来源:AI_ATTACK_BASH.cs
示例5: Execute
public override ActionResult Execute(RAIN.Core.AI ai)
{
if (!targetObject)
return ActionResult.FAILURE;
//Resource 를 Target 에 전달
GameObject agent = ai.Body;
Component cpnt = agent.GetComponent<CInventory>();
if (cpnt)
{
ArrayList item = ((CInventory)cpnt).PopItem("Resource");
cpnt = targetObject.GetComponent<CInventory>();
if (cpnt)
{
((CInventory)cpnt).AddItem("Resource", item);
}
}
else
{
return ActionResult.FAILURE;
}
return ActionResult.SUCCESS;
}
开发者ID:Overseer66,项目名称:Survival-Simulation,代码行数:26,代码来源:RASaveResource.cs
示例6: Start
public override void Start(RAIN.Core.AI ai)
{
R = Random.Range (0.0f, 1.0f);
G = Random.Range (0.0f, 1.0f);
B = Random.Range (0.0f, 1.0f);
base.Start(ai);
}
开发者ID:NunezG,项目名称:villeEmergente,代码行数:7,代码来源:colorChange.cs
示例7: Execute
public override ActionResult Execute(RAIN.Core.AI ai)
{
//ai.WorkingMemory.GetItem<Vector3>("moveStartPoint");
ai.WorkingMemory.SetItem<Vector3>("MoveTarget",ai.WorkingMemory.GetItem<Vector3>("moveStartPoint"));
//ai.WorkingMemory.SetItem<bool>("isMovingRandom",false);
return ActionResult.SUCCESS;
}
开发者ID:hankmorgan,项目名称:UnderworldExporter,代码行数:7,代码来源:AI_STOP_MOVE.cs
示例8: Execute
public override ActionResult Execute(RAIN.Core.AI ai)
{
GameObject agent = ai.Body;
Vector2 target = ai.WorkingMemory.GetItem<Vector2>("WanderTarget");
Vector2 position = agent.transform.position;
if (position != beforePos)
{
return ActionResult.FAILURE;
}
Vector2 move = (target - position).normalized * moveSpeed * ai.DeltaTime;
agent.transform.Translate(move);
ai.Motor.UpdateMotionTransforms();
beforePos = agent.transform.position;
if ( (position - target).magnitude < 0.1f)
{
return ActionResult.SUCCESS;
}
else
{
return ActionResult.RUNNING;
}
}
开发者ID:Overseer66,项目名称:Survival-Simulation,代码行数:25,代码来源:RAMoveToPosition.cs
示例9: Start
public override void Start(RAIN.Core.AI ai)
{
base.Start(ai);
_lastRunning = 0;
m_TurretController = ai.Body.GetComponent<TurretController>();
}
开发者ID:bendova,项目名称:Tanks,代码行数:7,代码来源:NeedsAmmo.cs
示例10: Start
public override void Start(RAIN.Core.AI ai)
{
base.Start(ai);
m_Angle = 0.0f;
m_TurretController = ai.Body.GetComponent<TurretController>();
m_Turret = m_TurretController.m_ShellSpawner.transform.parent.gameObject;
}
开发者ID:bendova,项目名称:Tanks,代码行数:7,代码来源:LookAround.cs
示例11: Execute
public override ActionResult Execute(RAIN.Core.AI ai)
{
_allMatches = suspects.Evaluate<IList<RAIN.Entities.Aspects.RAINAspect>>(ai.DeltaTime, ai.WorkingMemory);
if (_allMatches == null || _hellephant == null)
{
ai.WorkingMemory.SetItem<GameObject>(boyObject.VariableName, null);
return ActionResult.FAILURE;
}
AIRig attackedAI = _hellephant.GetComponentInChildren<AIRig>();
_attacker = attackedAI.AI.WorkingMemory.GetItem<GameObject>("attacker");
GameObject result = null;
Debug.Log("isIn:\n\tCount: " + _allMatches.Count);
foreach (RAIN.Entities.Aspects.RAINAspect aspect in _allMatches)
{
Debug.Log("isIn:\n\tTAG: " + aspect.Entity.Form.tag);
if (aspect.Entity.Form.GetInstanceID() == _attacker.GetInstanceID())
{
result = _attacker;
break;
}
}
ai.WorkingMemory.SetItem<GameObject>(boyObject.VariableName, result);
return ActionResult.SUCCESS;
}
开发者ID:FerranPares,项目名称:NDVW-1,代码行数:25,代码来源:isIn.cs
示例12: Execute
public override ActionResult Execute(RAIN.Core.AI ai)
{
if( ai.Body.GetComponent<Passant>().sceneLeader.GetComponent<Musicien>()!=null)
return ActionResult.SUCCESS;
else
return ActionResult.FAILURE;
}
开发者ID:NunezG,项目名称:villeEmergente,代码行数:7,代码来源:IfMusicien.cs
示例13: Start
public override void Start(RAIN.Core.AI ai)
{
//Change the FOV Color
FOV2DVisionCone FOV = ai.Body.transform.Find("FOV2D").GetComponent<FOV2DVisionCone>();
FOV.status = FOV2DVisionCone.Status.Idle;
base.Start(ai);
}
开发者ID:sabrinagreenlee,项目名称:JaneBound,代码行数:7,代码来源:FOVColorChange.cs
示例14: Execute
public override ActionResult Execute(RAIN.Core.AI ai)
{
RAINSensor sensor = ai.Senses.GetSensor("AttackRangeSensor");
Vector3 targetPos = TargetPos.Evaluate<Vector3>(ai.DeltaTime, ai.WorkingMemory);
float speed = MoveSpeed.Evaluate<float>(ai.DeltaTime, ai.WorkingMemory);
float range = Range.Evaluate<float>(ai.DeltaTime, ai.WorkingMemory);
float distanceToTarget = Vector3.Distance(ai.Body.transform.position, targetPos);
if (distanceToTarget > range)
{
Vector3 dirToTarget = targetPos - ai.Body.transform.position;
dirToTarget *= range/dirToTarget.magnitude;
ai.Motor.Speed = speed;
ai.Motor.MoveTo(ai.Body.transform.position + dirToTarget);
m_TurretController.TurnTurretForward();
}
else
{
targetPos.y = m_TurretController.Turret.transform.position.y;
m_TurretController.TurretLookAt(targetPos);
}
return ActionResult.SUCCESS;
}
开发者ID:bendova,项目名称:Tanks,代码行数:25,代码来源:KeepTargetInRange.cs
示例15: Execute
public override RAIN.Action.Action.ActionResult Execute(RAIN.Core.Agent agent, float deltaTime)
{
SetVariables(agent);
if(isPlayer == 1)
return RAIN.Action.Action.ActionResult.SUCCESS;
/*if(unit == null)
unit = agent.Avatar.GetComponent<Unit>();
Unit nearestEnemy = unit.DetectEnemies(agent,enemy);
if(nearestEnemy != null)
{
unit.Shoot(agent,deltaTime,nearestEnemy);
}
if(orders == Order.stop)
{
agent.MoveTo(agent.Avatar.transform.position,deltaTime);
return RAIN.Action.Action.ActionResult.FAILURE;
}*/
/*Transform target = unit.GetMoveTarget();
if(target != null)
{
//agent.MoveTo(agent.Avatar.transform.position,deltaTime);
//return RAIN.Action.Action.ActionResult.FAILURE;
}*/
//if(agent.MoveTo(target.position,deltaTime))
return RAIN.Action.Action.ActionResult.SUCCESS;
//return RAIN.Action.Action.ActionResult.RUNNING;
}
开发者ID:Jay2645,项目名称:ludum-dare-7dRTS,代码行数:29,代码来源:UnitCheckOrders.cs
示例16: Execute
public override ActionResult Execute(RAIN.Core.AI ai)
{
if (ai.WorkingMemory.GetItem<GameObject>("target") != null)
return ActionResult.SUCCESS;
else
return ActionResult.FAILURE;
}
开发者ID:NunezG,项目名称:villeEmergente,代码行数:7,代码来源:IfHasTarget.cs
示例17: Execute
// Action RAIN pour faire appel à la fonction correspondante du passant
public override ActionResult Execute(RAIN.Core.AI ai)
{
ai.Body.GetComponent<Passant>().SelectAndEnterScene();
ai.WorkingMemory.SetItem<bool>("destinationReached", true);// si le passant entre dans une scène on considère qu'il a atteint sa destination
ai.WorkingMemory.SetItem<bool>("moving", false); // booléen moving utilisé pour les mouvements hors scene
return ActionResult.SUCCESS;
}
开发者ID:NunezG,项目名称:villeEmergente,代码行数:8,代码来源:PassantSelectAndEnterScene.cs
示例18: Execute
public override ActionResult Execute(RAIN.Core.AI ai)
{
if ((Physics2D.Raycast(origen_up_left, new Vector2(0, distancia), distancia) ||
Physics2D.Raycast(origen_up_right, new Vector2(0, distancia), distancia)) &&
ai.WorkingMemory.GetItem<string>("direccion") != "down")
{
return ActionResult.SUCCESS;
}
else if ((Physics2D.Raycast(origen_down_left, new Vector2(0, -distancia), distancia) ||
Physics2D.Raycast(origen_down_right, new Vector2(0, -distancia), distancia)) &&
ai.WorkingMemory.GetItem<string>("direccion") != "up")
{
return ActionResult.SUCCESS;
}
else if ((Physics2D.Raycast(origen_right_up, new Vector2(distancia, 0), distancia) ||
Physics2D.Raycast(origen_right_down, new Vector2(distancia, 0), distancia)) &&
ai.WorkingMemory.GetItem<string>("direccion") != "left")
{
return ActionResult.SUCCESS;
}
else if ((Physics2D.Raycast(origen_left_up, new Vector2(-distancia, 0), distancia) ||
Physics2D.Raycast(origen_left_down, new Vector2(-distancia, 0), distancia)) &&
ai.WorkingMemory.GetItem<string>("direccion") != "right")
{
return ActionResult.SUCCESS;
}
else
{
return ActionResult.FAILURE;
}
}
开发者ID:MauricioMCavalleriS,项目名称:light_cycles,代码行数:31,代码来源:Comprobar_muros.cs
示例19: Execute
public override ActionResult Execute(RAIN.Core.AI ai)
{
if (!WanderTargetVariable.IsVariable)
throw new Exception("The Choose Wander Position node requires a valid Wander Target Variable");
float tWanderDistance = 0f;
if (WanderDistance.IsValid)
tWanderDistance = WanderDistance.Evaluate<float>(ai.DeltaTime, ai.WorkingMemory);
if (tWanderDistance <= 0f)
tWanderDistance = _defaultWanderDistance;
Vector3 tDirection = new Vector3(UnityEngine.Random.Range(-1f, 1f), 0f, UnityEngine.Random.Range(-1f, 1f));
tDirection *= tWanderDistance;
Vector3 tDestination = ai.Kinematic.Position + tDirection;
if (StayOnGraph.IsValid && (StayOnGraph.Evaluate<bool>(ai.DeltaTime, ai.WorkingMemory)))
{
if (NavigationManager.Instance.GraphForPoint(tDestination, ai.Motor.MaxHeightOffset, NavigationManager.GraphType.Navmesh, ((BasicNavigator)ai.Navigator).GraphTags).Count == 0)
return ActionResult.FAILURE;
}
ai.WorkingMemory.SetItem<Vector3>(WanderTargetVariable.VariableName, tDestination);
return ActionResult.SUCCESS;
}
开发者ID:jdohgamer,项目名称:SSC,代码行数:26,代码来源:ChooseWanderPosition.cs
示例20: Execute
public override ActionResult Execute(RAIN.Core.AI ai)
{
//Debug.Log ("SELECTTARG");
if (target == null) {
//Debut de la partie
int targetIndex = Random.Range (0, ai.Body.GetComponent<Musicien>().targets.Count );
Debug.Log(ai.Body.name + " : targetIndex : " + targetIndex);
target = ai.Body.GetComponent<Musicien>().targets [targetIndex];
} else {
//pourcentage pour retour au target précédent
float percent = Random.Range(0,100);
//choix random du target suivant
int targetIndex = Random.Range (0, target.GetComponent<navigationScript>().targets.Count );
//si le target choisi est le précédent, on a un 75% de probabilités de recommencer cette action
if (ai.Body.GetComponent<Musicien>().previousTarget == target.GetComponent<navigationScript>().targets[targetIndex] && percent < 75)
return ActionResult.RUNNING;
//set le target précédent
ai.Body.GetComponent<Musicien>().previousTarget = target;
//set le target actuel
target = target.GetComponent<navigationScript>().targets [targetIndex];
}
ai.WorkingMemory.SetItem<bool>("destinationReached", false);
return ActionResult.SUCCESS;
}
开发者ID:NunezG,项目名称:villeEmergente,代码行数:29,代码来源:ProtoSelectTarget.cs
注:本文中的RAIN类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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