Beispiel #1
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 public ChargeAttack(StateMachineClassic sm, IChargeAttack attack, Transform owner, Transform objective, Transform castAttackPoint, LaserEnemy laserInstantiator) : base(sm)
 {
     this.attack            = attack;
     this.owner             = owner;
     this.objective         = objective;
     this.castAttackPoint   = castAttackPoint;
     this.laserInstantiator = laserInstantiator;
 }
Beispiel #2
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 public LaserEnemyModel(LaserEnemyView view, Transform owner, List <ANode> availableNodes, float speed, List <Transform> patrolWaypoints, bool patrolLoop, Transform objective, float distArroundPlayer, Laser attack, Transform castPoint, LaserEnemy entity)
 {
     _view         = view;
     _stateMachine = new StateMachineClassic();
     _stateMachine.AddState(new MyPatrolState(_stateMachine, owner, speed, patrolWaypoints, patrolLoop));
     _stateMachine.AddState(new MoveNearObjective(_stateMachine, availableNodes, owner, objective, distArroundPlayer, speed));
     _stateMachine.AddState(new ChargeAttack(_stateMachine, attack, owner, objective, castPoint, entity));
 }
 public EnemyRangedMetheoriteSpawner_PathfindingState(StateMachineClassic sm, EnemyRangedMetheoriteSpawner owner, List <ANode> nodes) : base(sm)
 {
     this.owner = owner;
     path       = new List <Transform>();
     this.nodes = nodes;
     target     = owner.objective.transform;
     index      = 0;
 }
Beispiel #4
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 public MyPatrolState(StateMachineClassic sm, Transform owner, float speed, List <Transform> waypoints, bool loop) : base(sm)
 {
     this.waypoints = new List <Transform>(waypoints);
     index          = 0;
     this.speed     = speed;
     this.owner     = owner;
     this.loop      = loop;
     goingBack      = false;
 }
Beispiel #5
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 protected override void Awake()
 {
     base.Awake();
     sm = new StateMachineClassic();
     sm.AddState(new LaserEnemy_R_CastLaserState(sm, this));
     sm.AddState(new LaserEnemy_R_IdleState(sm, this));
     sm.SetState <LaserEnemy_R_IdleState>();
     anim   = GetComponent <Animator>();
     target = FindObjectOfType <Player>();
 }
 private void Start()
 {
     _sm = new StateMachineClassic();
     _sm.AddState(new EnemyRangedMetheoriteSpawner_AttackState(_sm, this));
     _sm.AddState(new EnemyRangedMetheoriteSpawner_SpawnState(_sm, this));
     _sm.AddState(new EnemyRangedMetheoriteSpawner_CooldownState(_sm, this));
     _sm.AddState(new EnemyRangedMetheoriteSpawner_PathfindingState(_sm, this, FindObjectOfType <NodesList>().GetNodes()));
     _sm.SetState <EnemyRangedMetheoriteSpawner_SpawnState>();
     attackTimer = 0;
 }
 public MoveNearObjective(StateMachineClassic sm, List <ANode> availableNodes, Transform owner, Transform objective, float distanceToMoveArround, float speed) : base(sm)
 {
     nodes = new List <ANode>(availableNodes);
     //pathfinder = new AStar();
     this.owner = owner;
     this.distanceToMoveArround = distanceToMoveArround;
     this.objective             = objective;
     index = 0;
     waypointsUtilities = new WaypointsUtilities();
     this.speed         = speed;
 }
Beispiel #8
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    protected override void Awake()
    {
        base.Awake();
        initialPosition = transform.position;
        initialRotation = transform.rotation;
        rigi            = GetComponent <Rigidbody>();
        target          = FindObjectOfType <Player>();
        EventsManager.SuscribeToEvent("PlayerResurrect", SetInitialPosAndRotation);

        sm = new StateMachineClassic();
        sm.AddState(new GhostEnemy_R_ChaseState(sm, this));
    }
Beispiel #9
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 public LaserEnemy_R_IdleState(StateMachineClassic sm, LaserEnemy_R owner) : base(sm)
 {
     this.owner = owner;
 }
Beispiel #10
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 public State(StateMachineClassic sm)
 {
     _sm = sm;
 }
 public EnemyRangedMetheoriteSpawner_CooldownState(StateMachineClassic sm, EnemyRangedMetheoriteSpawner owner) : base(sm)
 {
     this.owner = owner;
 }
Beispiel #12
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 public GhostEnemy_R_ChaseState(StateMachineClassic sm, GhostEnemy_R owner) : base(sm)
 {
     this.owner = owner;
 }