Ejemplo n.º 1
0
    public override Steering Apply()
    {
        Steering st = new Steering();

        if (IsFinished())
        {
            callback(true);
            return(st);
        }


        if (defendZone.attack != null)
        {
            st       = defendZone.Apply();
            fighting = true;
        }
        else
        {
            defendZone.Apply(); //We don't want to return to the base but yes to keep checking for enemies
            if (fighting)
            {
                goTo.SetNewTarget(target);
                fighting = false;
            }
            st = goTo.Apply();
        }

        //Attack any units that it sees in range
        defendZone.SetCenter(agent.position);

        return(st);
    }
Ejemplo n.º 2
0
    public override Steering Apply()
    {
        if (IsFinished())
        {
            callback(true);
        }

        Steering st = new Steering();

        //Comprobar si se ha matado a la unidad
        if (attack == null || Util.HorizontalDist(targetEnemy.position, center) > rangeRadius + agent.militar.attackRange + followRangeExtra)
        {
            AgentUnit closerEnemy = Info.GetUnitsFactionArea(center, rangeRadius + agent.militar.attackRange, Util.OppositeFaction(agent.faction))
                                    .OrderBy(enemy => Util.HorizontalDist(agent.position, enemy.position))
                                    .FirstOrDefault();


            AttackEnemy(closerEnemy);

            //if it does not find any target that it returns back to the center

            if (closerEnemy == null && !returning && Util.HorizontalDist(agent.position, center) > rangeRadius / 2)
            {
                goTo.SetNewTarget(center);
                goTo.SetVisiblePath(true);
                returning = true;
            }
        }

        if (attack != null)
        {
            st = attack.Apply();
        }
        else if (returning)
        {
            st = goTo.Apply();
        }

        return(st);
    }
Ejemplo n.º 3
0
    /*Vector3 GetFutureTargetPosition() {
     *  float lookAhead = Mathf.Clamp(Util.HorizontalDist(agent.position, target.position) / 2f, 0, 3);
     *  Vector3 futurePosition = Map.Clamp(target.position + target.velocity * lookAhead);
     *  //Only predict if it is not too close and the prediction is a walkable place
     *  if (Util.HorizontalDist(agent.position, target.position) > 4f && Map.NodeFromPosition(futurePosition).isWalkable())
     *      return futurePosition;
     *  else
     *      return target.position;
     * }*/

    public override Steering Apply()
    {
        Steering st = new Steering();

        if (IsFinished())
        {
            callback(true);
            return(st);
        }

        // If has reached range or fixed time reconsider path
        if (!inRange)
        {
            if (IsNearEnough())
            {
                SetInRange();
            }
            else if (Time.fixedTime - timeStamp > 2)
            {
                timeStamp = Time.fixedTime;
                ReconsiderPath();
            }
        }
        //If the enemy it goes out of range
        else if (inRange && IsFarEnough())
        {
            inRange = false;
            ReconsiderPath();
        }



        if (!inRange)
        {
            st = goTo.Apply();
        }
        return(st);
    }
Ejemplo n.º 4
0
    public override Steering Apply()
    {
        Steering st = new Steering();

        if (IsFinished())
        {
            callback(true);
            return(st);
        }

        if (goTo != null)
        {
            st = goTo.Apply();
            //  Debug.Log("Aplicando goto");
        }
        else if (defendZone != null)
        {
            st = defendZone.Apply();
        }


        return(st);
    }