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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@@ -9,3 +9,10 @@ MonoImporter:
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userData:
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serializedVersion: 1
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productId: 123618
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packageName: Invector FSM AI Template
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packageVersion: 1.1.9a
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assetPath: Assets/Invector-FSMAIController/Scripts/AI/Examples/vCanMoveToTarget_Example.cs
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uploadId: 601882
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@@ -9,3 +9,10 @@ MonoImporter:
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userData:
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serializedVersion: 1
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packageName: Invector FSM AI Template
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packageVersion: 1.1.9a
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assetPath: Assets/Invector-FSMAIController/Scripts/AI/Examples/vControlAI_ExpandExample.cs
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uploadId: 601882
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@@ -9,3 +9,10 @@ MonoImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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serializedVersion: 1
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packageName: Invector FSM AI Template
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packageVersion: 1.1.9a
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assetPath: Assets/Invector-FSMAIController/Scripts/AI/Examples/vMoveToTarget_Example.cs
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uploadId: 601882
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@@ -2,40 +2,40 @@
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using UnityEngine;
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namespace Invector.vCharacterController.AI
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{
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[vClassHeader("REVIVE AI", openClose = false)]
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public class vReviveAI : vMonoBehaviour
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{
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public float reviveDelay = 5f;
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public UnityEngine.Events.UnityEvent onRevive;
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vControlAI controlAI;
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bool inRevive;
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//[vClassHeader("REVIVE AI", openClose = false)]
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//public class vReviveAI : vMonoBehaviour
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//{
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// public float reviveDelay = 5f;
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// public UnityEngine.Events.UnityEvent onRevive;
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// vControlAI controlAI;
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// bool inRevive;
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private void Start()
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{
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controlAI = GetComponent<vControlAI>();
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///create event for OnDead
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controlAI.onDead.AddListener((GameObject g) => { ReviveAI(); });
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}
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/// <summary>
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/// Revive AI method
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/// </summary>
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public void ReviveAI()
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{
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///Start ReviveCoroutine
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if (!inRevive) StartCoroutine(ReviveCoroutine());
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// private void Start()
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// {
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// controlAI = GetComponent<vControlAI>();
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// ///create event for OnDead
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// controlAI.onDead.AddListener((GameObject g) => { ReviveAI(); });
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// }
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// /// <summary>
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// /// Revive AI method
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// /// </summary>
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// public void ReviveAI()
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// {
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// ///Start ReviveCoroutine
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// if (!inRevive) StartCoroutine(ReviveCoroutine());
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}
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// }
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IEnumerator ReviveCoroutine()
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{
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inRevive = true;
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yield return new WaitForSeconds(reviveDelay);
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controlAI.ResetHealth();
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controlAI._capsuleCollider.enabled = true;
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controlAI._rigidbody.isKinematic = false;
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controlAI.animator.SetBool("isDead", false);
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controlAI.triggerDieBehaviour = false;
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inRevive = false;
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}
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}
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// IEnumerator ReviveCoroutine()
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// {
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// inRevive = true;
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// yield return new WaitForSeconds(reviveDelay);
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// controlAI.ResetHealth();
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// controlAI._capsuleCollider.enabled = true;
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// controlAI._rigidbody.isKinematic = false;
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// controlAI.animator.SetBool("isDead", false);
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// controlAI.triggerDieBehaviour = false;
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// inRevive = false;
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// }
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//}
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}
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@@ -9,3 +9,10 @@ MonoImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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AssetOrigin:
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serializedVersion: 1
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productId: 123618
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packageName: Invector FSM AI Template
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packageVersion: 1.1.9a
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assetPath: Assets/Invector-FSMAIController/Scripts/AI/Examples/vReviveAI.cs
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uploadId: 601882
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@@ -9,3 +9,10 @@ MonoImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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||||
AssetOrigin:
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serializedVersion: 1
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productId: 123618
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packageName: Invector FSM AI Template
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packageVersion: 1.1.9a
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assetPath: Assets/Invector-FSMAIController/Scripts/AI/Examples/vSpawnRangeAttack.cs
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uploadId: 601882
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