void CheckOOIs(StateController controller, DestructableEnitity mydEntity) //check list in FOV script for what needs to be reacted to
    {
        Transform newooi = null;                                              //use this to assign the highest prioity transform, then pass it to a checking fuction.

        for (int i = 0; i < controller.fov.visableTagets.Count; i++)
        {
            Transform           ooi          = controller.fov.visableTagets[i].transform;
            DestructableEnitity otherdEntity = ooi.GetComponent <DestructableEnitity>();

            if (otherdEntity != null)
            {
                int otherReactionValue = otherdEntity.objectReactionValue;
                if (otherReactionValue > mydEntity.priorityOfCurrentReaction)
                {
                    mydEntity.priorityOfCurrentReaction = otherReactionValue;
                    newooi = ooi;
                }
            }
        }

        if (newooi != null)
        {
            AssignNewOOI(controller, newooi);
        }
    }
Beispiel #2
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    public override void Act(StateController controller)
    {
        if (!controller.bPrimaryStateActionFinished)
        {
            DestructableEnitity dEnitity = controller.transform.GetComponent <DestructableEnitity>();
            if (dEnitity != null)
            {
                dEnitity.StopReacting();
            }

            controller.bPrimaryStateActionFinished = true;
        }
    }
    IEnumerator CheckForHighierPriorityIssues(StateController controller)
    {
        float refreshTime             = 0.1f;
        DestructableEnitity mydEntity = controller.transform.GetComponent <DestructableEnitity>();

        while (true)
        {
            if (controller.fov.bIsTargetInLOS)
            {
                CheckOOIs(controller, mydEntity);
            }

            yield return(new WaitForSeconds(refreshTime));
        }
    }