miki
0
Q:

for navmesh jump component used in unity

     //-----------------------------------------------------------------------------------
     // This will cause the Crawler to disappear briefly the first time it is called, due
     // to NavMeshAgent.Stop( true ) being called. TODO: Find out why this happens.
     private IEnumerator Attacking()
     {
         // Stop or disable the navagent before you apply the force, otherwise it will 
         // stick to the navmesh.
         _navMeshAgent.Stop( true );
 
         BlendOutCurrentAnimation();        
         BlendInAnimation( AnimationType.Attack, 0.1f );        
         
         // Apply a force to make the Crawler jump
         _rigidbody.is$$anonymous$$inematic     = false;
         _rigidbody.useGravity     = true;
         _rigidbody.AddForce( ComputeJumpForce(), ForceMode.Impulse );        
         
         yield return new WaitForSeconds( JUMP_DURATION * JUMP_HIT_TEST_PLAYER_FACTOR );
         if( PlayerIsCloseEnoughToHit() )
         {
             HudManager.Instance.DisplayHitFlash();
 
             // TODO: Spawn a 3rd person crawler?
             _state = CrawlerState.FaceHuggingPlayer;
         }
         else
         {
             // We missed so fall to the floor
 
             // A "bounce" animation that should be played once the crawler/jumper
             // hits the floor (so it should look like they 'bounce' back into their standing position.
             _state = CrawlerState.Bouncing;
         }
         yield return new WaitForSeconds( JUMP_DURATION * (1f - JUMP_HIT_TEST_PLAYER_FACTOR) );
         
         // Turn the NavMeshAgent back on
         _navMeshAgent.Resume();
 
         // Turn the rigid body physics back to how they were before.
         _rigidbody.is$$anonymous$$inematic     = true;
         _rigidbody.useGravity     = false;
 
         yield return null;
     }
 
 
     //-----------------------------------------------------------------------------------
     private void Start()
     {
         _target         = GameObject.FindGameObjectWithTag( "Player" );
 
         SetupNavMeshAgent();        
         SetupAnimations();
         AddRigidBody();
     }
     
     //-----------------------------------------------------------------------------------
     private void SetupNavMeshAgent()
     {
         _navMeshAgent = GetComponent<NavMeshAgent>();
         if (_navMeshAgent != null)
         {
             _navMeshAgent.enabled = false;
             Debug.Log("Crawler: NavMeshAgent found");
         }
         else
         {
             Debug.LogError("Crawler: NavMeshAgent not found");
         }
     }
     
     //-----------------------------------------------------------------------------------
     private void AddRigidBody()
     {
 
         _rigidbody = gameObject.AddComponent( "Rigidbody" ) as Rigidbody;
         if( _rigidbody != null )
         {
             _rigidbody.mass = MASS;
             Debug.Log( "Crawler: Rigidbody added" );
         }
         else
         {
             Debug.LogError( "Crawler: Rigidbody not added" );
         }
     }
 

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