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I want to implement an AI behavior where an enemy runs towards the player while sidestepping randomly and aggressively (like in this video: https://www.youtube.com/watch?v=35Ut_C4eL40)
Currently I am just using Vector3.MoveTowards
but that results in smooth movement which isn’t exactly what I need. I’ve tried adding an offset to the target using Random.insideUnitCircle
but it just doesn’t work.
If anyone could give me an algorithm to implement it’ll be great. Thanks
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I am working on my thesis to review some websites compliance with the given consents that the users give. Ideally, non-strictly necessary cookies should not be placed on the user’s browser before user gives consents. In reality, many websites still place them before obtaining their user’s consent by verifying it using Developer Tools.
In one of the website that I am observing, google analytics and Facebook pixel cookies are placed before user gives consent. The site offers granular consents option to choose only selected cookies (For example only analytic cookies like _ga cookies family) or also allow the targeting cookies such as _fbp.
Once I choose my choices (for example not allowing analytic cookies and targeting cookies), how can I confirm that the website follows of my consent?
How to follow an object with the player without stepping out the waypoint line? I added four waypoints with a debug.line and tried doing some simple waypoint mechanic. I wanted the object to move from one waypoint to another, depending on where the player is moving. If one of the waypoints is Y-axis higher than the other waypoints, the object will move in the slope direction.
How the code works below is that every point has a physics.checkbox to print out the point’s number. If the object collides with a point with a digit of 0, it’ll move from that x and z-axis but can’t go less or more than that specific point. However, when the player jumps at the top of the box and goes to the opposite side, the object won’t register where I am already. It’ll only register its old position, and for it to go to my new position, it has to hit a point first.
It can’t move in the slope direction, which is also what I wanted.
Is there a clean and effective way of doing this?
This an example I wanted to achieve:
My progress so far:
Code: Manager
public Transform() point;
public Transform obj;
public Transform player;
public int pointDigit = 0;
void Update()
{
DrawLine();
//Point 0
if(pointDigit == 0)
{
if (player.position.z > point(pointDigit).position.z)
{
obj.position = new Vector3(point(pointDigit).position.x, point(pointDigit).position.y, player.position.z);
}
if (obj.position == point(pointDigit).transform.position)
{
obj.position = new Vector3(point(pointDigit).position.x, point(pointDigit).position.y, point(pointDigit).position.z);
}
if (player.position.x > point(pointDigit).position.x)
{
obj.position = new Vector3(player.position.x, point(pointDigit).position.y, point(pointDigit).position.z);
}
}
//Point 1
else if (pointDigit == 1)
{
if (player.position.z < point(pointDigit).position.z)
{
obj.position = new Vector3(point(pointDigit).position.x, point(pointDigit).position.y, player.position.z);
}
if (obj.position == point(pointDigit).transform.position)
{
obj.position = new Vector3(point(pointDigit).position.x, point(pointDigit).position.y, point(pointDigit).position.z);
}
if (player.position.x > point(pointDigit).position.x)
{
obj.position = new Vector3(player.position.x, point(pointDigit).position.y, point(pointDigit).position.z);
}
}
//Point 2
else if (pointDigit == 2)
{
if (player.position.z < point(pointDigit).position.z)
{
obj.position = new Vector3(point(pointDigit).position.x, point(pointDigit).position.y, player.position.z);
}
if (obj.position == point(pointDigit).transform.position)
{
obj.position = new Vector3(point(pointDigit).position.x, point(pointDigit).position.y, point(pointDigit).position.z);
}
if (player.position.x < point(pointDigit).position.x)
{
obj.position = new Vector3(player.position.x, point(pointDigit).position.y, point(pointDigit).position.z);
}
}
//Point 3
else if (pointDigit == 3)
{
if (player.position.z > point(pointDigit).position.z)
{
obj.position = new Vector3(point(pointDigit).position.x, point(pointDigit).position.y, player.position.z);
}
if (obj.position == point(pointDigit).transform.position)
{
obj.position = new Vector3(point(pointDigit).position.x, point(pointDigit).position.y, point(pointDigit).position.z);
}
if (player.position.x < point(pointDigit).position.x)
{
obj.position = new Vector3(player.position.x, point(pointDigit).position.y, point(pointDigit).position.z);
}
}
}
void DrawLine()
{
for (int i = 0; i < point.Length; i++)
{
if (i < point.Length - 1)
{
Debug.DrawLine(point(i).transform.position, point(i + 1).transform.position, Color.green);
}
else
{
Debug.DrawLine(point(point.Length - 1).transform.position, point(0).transform.position, Color.green);
}
}
}
Code: Waypoint
public LayerMask layerMask;
public int point;
public float radius;
bool isTrigger;
private void Update()
{
isTrigger = Physics.CheckSphere(transform.position, radius, layerMask);
if (isTrigger)
{
print(node);
PathFollower.Instance.pointDigit = point;
}
}
So basically the scenario is this:
I’m supposed to add code and functionality to an Android
project. There is one BaseActivity
which all other Activities
extend that provides common functionality. I know best practice according to Google is to have one Base Activity and multiple Fragments
because those are “cheaper” than many Activities
. My deadline does not allow me to make fundamental changes to the existing code and quite frankly it is hard to get a grasp of how everything works together since in my opinion the code is not very good. My code is mostly independent from the existing code so I wondered whether or not I should create my own Activity
including multiple Fragments
or follow the current architecture to not confuse future devs that have to work with the code.
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