Ejemplo n.º 1
0
    // Start is called before the first frame update
    public override void Start()
    {
        //profile = GlobalManager.Instance.tacticalProfile;
        trigger   = this.GetComponentInChildren <AITriggerDetector>();
        threat    = null;
        enemies   = new List <GameObject>();
        nodeQueue = new Queue <GraphNode>();
        moveQueue = new Queue <Direction>();
        timer     = inputTimer;
        moveXY    = transform.position;
        newAngle  = transform.eulerAngles;

        nextAction   = 1;
        currentState = new ExploringState();
        currentState.OnStateEnter(this);


        var newLists = GraphBuilder.ExploreGraph(transform.position, graph, unvisitedNodes, junctionNodes, holeNodes);

        graph          = newLists[0];
        unvisitedNodes = newLists[1];
        junctionNodes  = newLists[2];
        holeNodes      = newLists[3];

        graph.Find(a => a.Equals(new GraphNode(transform.position.x, transform.position.y))).visited = true;
        graph.Find(a => a.Equals(new GraphNode(transform.position.x, transform.position.y))).UpdateGraphNodeType();
        unvisitedNodes.Remove(new GraphNode(transform.position.x, transform.position.y));
    }
Ejemplo n.º 2
0
 public void OnBulletDetected(GameObject bullet)
 {
     // If bullet is detected, we always flee
     threat       = bullet;
     currentState = new FleeingState();
     currentState.OnStateEnter(this);
 }
Ejemplo n.º 3
0
    public void ChangePrimaryState(AbstractState newState)
    {
        if (_currentState != null)
        {
            _currentState.OnStateExit();
        }

        _currentState = newState;

        var stateMachine = this;

        _currentState.OnStateEnter(ref stateMachine);

        OnStateChanged?.Invoke(_currentState.GetType());
    }
Ejemplo n.º 4
0
 public void OnEnemyDetected(GameObject player)
 {
     // If player is detected, we check if it is our teammate, or enemy, if it is enemy and we are not fleeing or attacking, we enter attacking state
     if (player.GetComponent <AbstractController>().team == team)
     {
         return;
     }
     if (!enemies.Contains(player))
     {
         enemies.Add(player);
         if (!(currentState.GetType() == typeof(FleeingState)) && !(currentState.GetType() == typeof(AttackingState)))
         {
             currentState = new AttackingState();
             currentState.OnStateEnter(this);
         }
     }
 }