public void SetState(StealthState state) { switch (currentState) { case StealthState.CHASE: ExitChase(); break; case StealthState.PATROL: ExitPatrol(); break; case StealthState.SEARCH: ExitSearch(); break; } currentState = state; switch (state) { case StealthState.CHASE: EnterChase(); break; case StealthState.PATROL: EnterPatrol(); break; case StealthState.SEARCH: EnterSearch(); break; } }
private void Start() { //set components navigator = GetComponent <NavMeshAgent>(); if (GetComponent <DetectionMeter>()) { detection = GetComponent <DetectionMeter>(); } if (pathParent && pathParent.GetComponent <PathController>()) { pathController = pathParent.GetComponent <PathController>(); } //set search pos lastKnownPlayerPosition = Vector3.zero; SearchPosition = Vector3.zero; //set FOV CurrentFOV = patrolFOV; //set current point to first point if (pathController && pathController.listPoints.Count > 0) { currentPathPoint = pathController.listPoints[0]; } currentListIndex = 0; //find the player if (player == null) { player = GameObject.FindGameObjectWithTag("Player"); if (player == null) { player = GameObject.FindGameObjectWithTag("Player"); if (player.transform.root.gameObject.tag == "Player") { player = player.transform.root.gameObject; } } } //check if player has detection component if (player.GetComponent <PlayerDetection>()) { playerDetection = player.GetComponent <PlayerDetection>(); playerComponents = playerDetection.components; } if (headTransform == null) { headTransform = transform; } //set state currentState = StealthState.PATROL; EnterPatrol(); }
private void Start() { _forward = PlayerCamera.transform.forward; _forward.y = 0; _forward = Vector3.Normalize(_forward); _right = Quaternion.Euler(new Vector3(0, 90, 0)) * _forward; // FSM init StateMachine = new StateMachine(); WalkState = new WalkState(this, StateMachine); StealthState = new StealthState(this, StateMachine); SprintState = new SprintingState(this, StateMachine); StateMachine.Initialize(WalkState); }
//public Animator _animator; void Awake() { //_animator = GetComponent<Animator>(); controller = GetComponent <CharacterController2D>(); controller.onControllerCollidedEvent += onControllerCollider; controller.onTriggerEnterEvent += onTriggerEnterEvent; controller.onTriggerExitEvent += onTriggerExitEvent; // initialize all states jumpState = new JumpState(this); runState = new RunState(this); idleState = new IdleState(this); climbState = new ClimbState(this); stealthState = new StealthState(this); // set beginning state SetMovementState(idleState); }
void Start() { self = this; hidden = StealthState.PLAINSIGHT; }
public void show() { hidden = StealthState.TRANSITION; SA.show (); }
public void setHidden(StealthState s) { hidden = s; }
public void hide(GameObject hideObject) { hidden = StealthState.TRANSITION; Debug.Log (hideObject.name); SA.hide (hideObject); }
public void setHidden(StealthState s) { hidden = s; }
public void show() { hidden = StealthState.TRANSITION; SA.show(); }
public void hide(GameObject hideObject) { hidden = StealthState.TRANSITION; Debug.Log(hideObject.name); SA.hide(hideObject); }
void Start() { self = this; hidden = StealthState.PLAINSIGHT; }