"for navmesh jump component used in unity" Code Answer's
You're definitely familiar with the best coding language Whatever that developers use to develop their projects and they get all their queries like "for navmesh jump component used in unity" answered properly. Developers are finding an appropriate answer about for navmesh jump component used in unity related to the Whatever coding language. By visiting this online portal developers get answers concerning Whatever codes question like for navmesh jump component used in unity. Enter your desired code related query in the search bar and get every piece of information about Whatever code related question on for navmesh jump component used in unity.
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" );
}
}
Source: answers.unity.com
All those coders who are working on the Whatever based application and are stuck on for navmesh jump component used in unity can get a collection of related answers to their query. Programmers need to enter their query on for navmesh jump component used in unity related to Whatever code and they'll get their ambiguities clear immediately. On our webpage, there are tutorials about for navmesh jump component used in unity for the programmers working on Whatever code while coding their module. Coders are also allowed to rectify already present answers of for navmesh jump component used in unity while working on the Whatever language code. Developers can add up suggestions if they deem fit any other answer relating to "for navmesh jump component used in unity". Visit this developer's friendly online web community, CodeProZone, and get your queries like for navmesh jump component used in unity resolved professionally and stay updated to the latest Whatever updates.