poprawki materialy unity 6, pajaki, podmiana katalogu FSM w AIControlerze, zmiana w Spider 2.0 Behaviours , skopane zycie bylo, ladowalo pajaka z zyciem 2.
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@@ -36,6 +36,8 @@ namespace Invector.vCharacterController.AI.FSMBehaviour
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protected virtual void Flee(vIFSMBehaviourController fsmBehaviour)
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{
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if (Time.timeScale <= 0f) return;
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// FLEEING FROM DAMAGE SENDER
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if (fsmBehaviour != null && fsmBehaviour.aiController.receivedDamage.isValid && fsmBehaviour.aiController.receivedDamage.lastSender != null)
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{
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@@ -53,7 +55,7 @@ namespace Invector.vCharacterController.AI.FSMBehaviour
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fleeDir = Quaternion.Euler(0, Random.Range(-(5 * i), 5 * i), 0) * fleeDir.normalized;
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fleeDir.y = 0f;
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if (debugFleeDirection) Debug.DrawRay(fsmBehaviour.aiController.transform.position, fleeDir * fleeDistance, Color.yellow, 10f);
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fsmBehaviour.aiController.MoveTo(fsmBehaviour.aiController.transform.position + fleeDir * fleeDistance, fleeSpeed);
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fsmBehaviour.aiController.ForceUpdatePath();
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}
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@@ -77,7 +79,7 @@ namespace Invector.vCharacterController.AI.FSMBehaviour
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var fleeDir = fsmBehaviour.aiController.transform.position - threatPoint;
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fleeDir = Quaternion.Euler(0, Random.Range(-(5 * i), 5 * i), 0) * fleeDir.normalized;
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if (debugFleeDirection) Debug.DrawRay(fsmBehaviour.aiController.transform.position, fleeDir * fleeDistance, Color.yellow, 10f);
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fsmBehaviour.aiController.MoveTo(fsmBehaviour.aiController.transform.position + fleeDir * fleeDistance,fleeSpeed);
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fsmBehaviour.aiController.MoveTo(fsmBehaviour.aiController.transform.position + fleeDir * fleeDistance, fleeSpeed);
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fsmBehaviour.aiController.ForceUpdatePath();
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}
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}
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@@ -97,8 +99,8 @@ namespace Invector.vCharacterController.AI.FSMBehaviour
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if (debugMode) Debug.Log("Fleeing without target or damage sender");
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var fleeDir = fsmBehaviour.aiController.transform.forward;
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fleeDir = Quaternion.Euler(0, Random.Range(-(10 * i), 10 * (i)), 0) * fleeDir.normalized;
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if (debugFleeDirection) Debug.DrawRay(fsmBehaviour.aiController.transform.position, fleeDir * fleeDistance, Color.yellow, 10f);
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fsmBehaviour.aiController.MoveTo(fsmBehaviour.aiController.transform.position + fleeDir * fleeDistance,fleeSpeed);
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if (debugFleeDirection) Debug.DrawRay(fsmBehaviour.aiController.transform.position, fleeDir * fleeDistance, Color.yellow, 10f);
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fsmBehaviour.aiController.MoveTo(fsmBehaviour.aiController.transform.position + fleeDir * fleeDistance, fleeSpeed);
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fsmBehaviour.aiController.ForceUpdatePath();
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}
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}
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