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Meh, ai /works/

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smz11006 committed Nov 18, 2015
1 parent 99dfade commit 5482baf0d2e37fb1de555b84f34ca36f0b78e6a6
Showing 995 changed files with 422 additions and 178 deletions.
@@ -0,0 +1,136 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>Unity Web Player | Roguelike</title>
<script type='text/javascript' src='https://ssl-webplayer.unity3d.com/download_webplayer-3.x/3.0/uo/jquery.min.js'></script>
<script type="text/javascript">
<!--
var unityObjectUrl = "http://webplayer.unity3d.com/download_webplayer-3.x/3.0/uo/UnityObject2.js";
if (document.location.protocol == 'https:')
unityObjectUrl = unityObjectUrl.replace("http://", "https://ssl-");
document.write('<script type="text\/javascript" src="' + unityObjectUrl + '"><\/script>');
-->
</script>
<script type="text/javascript">
<!--
var config = {
width: 960,
height: 600,
params: { enableDebugging:"0" }

};
var u = new UnityObject2(config);

jQuery(function() {

var $missingScreen = jQuery("#unityPlayer").find(".missing");
var $brokenScreen = jQuery("#unityPlayer").find(".broken");
$missingScreen.hide();
$brokenScreen.hide();

u.observeProgress(function (progress) {
switch(progress.pluginStatus) {
case "broken":
$brokenScreen.find("a").click(function (e) {
e.stopPropagation();
e.preventDefault();
u.installPlugin();
return false;
});
$brokenScreen.show();
break;
case "missing":
$missingScreen.find("a").click(function (e) {
e.stopPropagation();
e.preventDefault();
u.installPlugin();
return false;
});
$missingScreen.show();
break;
case "installed":
$missingScreen.remove();
break;
case "first":
break;
}
});
u.initPlugin(jQuery("#unityPlayer")[0], "Roguelike_AITest.unity3d");
});
-->
</script>
<style type="text/css">
<!--
body {
font-family: Helvetica, Verdana, Arial, sans-serif;
background-color: white;
color: black;
text-align: center;
}
a:link, a:visited {
color: #000;
}
a:active, a:hover {
color: #666;
}
p.header {
font-size: small;
}
p.header span {
font-weight: bold;
}
p.footer {
font-size: x-small;
}
div.content {
margin: auto;
width: 960px;
}
div.broken,
div.missing {
margin: auto;
position: relative;
top: 50%;
width: 193px;
}
div.broken a,
div.missing a {
height: 63px;
position: relative;
top: -31px;
}
div.broken img,
div.missing img {
border-width: 0px;
}
div.broken {
display: none;
}
div#unityPlayer {
cursor: default;
height: 600px;
width: 960px;
}
-->
</style>
</head>
<body>
<p class="header"><span>Unity Web Player | </span>Roguelike</p>
<div class="content">
<div id="unityPlayer">
<div class="missing">
<a href="http://unity3d.com/webplayer/" title="Unity Web Player. Install now!">
<img alt="Unity Web Player. Install now!" src="http://webplayer.unity3d.com/installation/getunity.png" width="193" height="63" />
</a>
</div>
<div class="broken">
<a href="http://unity3d.com/webplayer/" title="Unity Web Player. Install now! Restart your browser after install.">
<img alt="Unity Web Player. Install now! Restart your browser after install." src="http://webplayer.unity3d.com/installation/getunityrestart.png" width="193" height="63" />
</a>
</div>
</div>
</div>
<p class="footer">&laquo; created with <a href="http://unity3d.com/unity/" title="Go to unity3d.com">Unity</a> &raquo;</p>
</body>
</html>
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@@ -1,15 +1,84 @@
using UnityEngine;
using System.Collections;

public class EnemyArcher : MonoBehaviour {

// Use this for initialization
void Start () {

}

// Update is called once per frame
void Update () {

}
public class EnemyArcher : MonoBehaviour
{
public Ray ray;
public GameObject player;

public bool canSee;

public float distance;

public float speed;

public Vector3 midpoint;
public int morale = 1;


// Use this for initialization
void Start()
{

}

// Update is called once per frame
void Update()
{
distance = Vector3.Distance(player.transform.position, gameObject.transform.position);
midpoint = new Vector3(gameObject.transform.position.x + (player.transform.position.x - gameObject.transform.position.x) / 2, transform.position.y, gameObject.transform.position.z + (player.transform.position.z));
speed = distance * 1.1f;
RaycastHit hit;
ray = new Ray(gameObject.transform.position, new Vector3(gameObject.transform.position.x, gameObject.transform.position.y, gameObject.transform.position.z - 4));
if (Physics.Raycast(ray, out hit))
{
if (hit.collider.tag == "Player")
{
Debug.Log("Hit, hit, damage report");
canSee = true;
ray = new Ray(gameObject.transform.position, new Vector3(gameObject.transform.position.x, gameObject.transform.position.y, gameObject.transform.position.z - 4));

}
if (hit.collider.tag != "Player")
{
Debug.Log("No Joy");
canSee = false;
ray = new Ray(gameObject.transform.position, new Vector3(gameObject.transform.position.x, gameObject.transform.position.y, gameObject.transform.position.z - 4));

}

}

if (canSee == true)
{
iTween.MoveTo(gameObject, midpoint, speed);
}
if (canSee == false)
{
iTween.MoveTo(gameObject, new Vector3(gameObject.transform.position.x + 0.01f, gameObject.transform.position.y, gameObject.transform.position.z + .01f), 1);
}

//MOrale===================
if (morale == 0)
{
iTween.MoveTo(gameObject, new Vector3(gameObject.transform.position.x + 5f, gameObject.transform.position.y, gameObject.transform.position.z + 5f), 1);
}

}

void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.tag == "Player")
{
Debug.Log("Ouch!");
}

}
//Button
public void BreakMorale()
{
Debug.Log("Milita Broken!");
morale = 0;
}

}
@@ -1,15 +1,76 @@
using UnityEngine;
using System.Collections;

public class EnemyMilitia : MonoBehaviour {

// Use this for initialization
void Start () {

}

// Update is called once per frame
void Update () {

}
public class EnemyMilitia : MonoBehaviour
{
public Ray ray;
public GameObject player;

public bool canSee;

public float distance;

public float speed;

public int morale = 1;

// Update is called once per frame
void Update()
{
distance = Vector3.Distance(player.transform.position, gameObject.transform.position);
speed = distance * 1.1f;
RaycastHit hit;
ray = new Ray(gameObject.transform.position, new Vector3(gameObject.transform.position.x, gameObject.transform.position.y, gameObject.transform.position.z - 4));
if (Physics.Raycast(ray, out hit))
{
if (hit.collider.tag == "Player")
{
Debug.Log("Hit, hit, damage report");
canSee = true;
ray = new Ray(gameObject.transform.position, new Vector3(gameObject.transform.position.x, gameObject.transform.position.y, gameObject.transform.position.z - 4));

}
if (hit.collider.tag != "Player")
{
Debug.Log("No Joy");
canSee = false;
ray = new Ray(gameObject.transform.position, new Vector3(gameObject.transform.position.x, gameObject.transform.position.y, gameObject.transform.position.z - 4));

}

}

if (canSee == true)
{
iTween.MoveTo(gameObject, player.transform.position, speed);
}
if (canSee == false)
{
iTween.MoveTo(gameObject, new Vector3(gameObject.transform.position.x + 0.01f, gameObject.transform.position.y, gameObject.transform.position.z + .01f), 1);
}



//MOrale===================
if (morale == 0)
{
iTween.MoveTo(gameObject, new Vector3(gameObject.transform.position.x + 5f, gameObject.transform.position.y, gameObject.transform.position.z + 5f), 1);
}
}

void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.tag == "Player")
{
Debug.Log("Ouch!");
}

}

//Button
public void BreakMorale()
{
Debug.Log("Milita Broken!");
morale = 0;
}
}

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