Ejemplo n.º 1
0
    // Update is called once per frame
    void Update()
    {
        switch (status)
        {
        case Status.Find:
            float takeActionValue;
            takeActionValue = Random.Range(0.0f, 1.0f);
            if (takeActionValue <= takeCloseCoverRate)
            {
                status = Status.Hide;
            }
            else
            {
                takeActionValue = Random.Range(0.0f, 1.0f);
            }
            if (takeActionValue <= directAttackRate)
            {
                status = Status.Shoot;
            }
            break;

        case Status.Hide:
            CoverPoint closeistPoint = coverPoints[0];
            foreach (var point in coverPoints)
            {
                if ((point.position - player.transform.position).magnitude < closeistPoint.GetMagnitudeWith(player.transform.position))
                {
                    closeistPoint = point;
                }
            }

            Vector3 pos = closeistPoint.position;

            float zOffset = player.transform.position.z > agentObject.transform.position.z ? -coverZDistence : coverZDistence;

            agent.destination = new Vector3(pos.x, pos.y, pos.z + zOffset);

            if (agent.remainingDistance < distanceFromCoverPoint)
            {
                curGunfireCount = minGunFireCount;
                status          = Status.Shoot;
            }
            break;

        case Status.Shoot:
            curFireDelay += Time.deltaTime;

            agent.destination = player.transform.position;
            if (curFireDelay >= fireDelay)
            {
                objPool.CreateBullet(1, agent.transform.position, (player.transform.position - agent.transform.position).normalized, "EnemyBullet");
                Debug.Log("Fire!!");
                curGunfireCount--;
                curFireDelay = 0;
            }

            if (curGunfireCount <= 0)
            {
                status = Status.Find;
            }
            break;
        }

        SyncSpriteToAgent();
    }