private void Start()
    {
        //IA2-P2
        SetTeamData();

        rb            = this.gameObject.GetComponent <Rigidbody>();
        _initialSpeed = 10;
        _navMeshAgent = GetComponent <NavMeshAgent>();
        initPos       = transform.position;
        sm            = new StateMachine();

        //Creo los estados
        var idle               = new Idle_State(this);
        var move               = new Move_State(this);
        var stunned            = new Stunned_State(this);
        var searchFlag         = new SearchForFlag_State(this);
        var chaseFlag          = new ChaseFlag_State(this);
        var carryFlag          = new CarryFlagToBase_State(this);
        var protectFlagCarrier = new ProtectFlagCarrier_State(this);

        //Los registro para hacer cambios forzados de estados
        statesRegistry.Add(Enums.SM_STATES.Idle, idle);
        statesRegistry.Add(Enums.SM_STATES.Move, move);
        statesRegistry.Add(Enums.SM_STATES.Stunned, stunned);
        statesRegistry.Add(Enums.SM_STATES.SearchFlag, searchFlag);
        statesRegistry.Add(Enums.SM_STATES.ChaseFlag, chaseFlag);
        statesRegistry.Add(Enums.SM_STATES.CarryFlagToBase, carryFlag);
        statesRegistry.Add(Enums.SM_STATES.ProtectFlagCarrier, protectFlagCarrier);

        //Agrego transiciones
        At(searchFlag, move, ImStillSearching());
        At(move, searchFlag, FinishMomevent());
        At(chaseFlag, carryFlag, HasFlag());
        At(carryFlag, searchFlag, ImStillSearching());
        At(stunned, searchFlag, ImStillSearching());
        At(protectFlagCarrier, searchFlag, ImStillSearching());

        //Shortcut para agregar transiciones
        void At(IState from, IState to, Func <bool> condition) => sm.AddTransition(from, to, condition);

        //Condiciones
        Func <bool> IsStunned() => () => isStunned;
        Func <bool> ImStillSearching() => () => knowsWhereFlagIs == false && hasFlag == false && isStunned == false;
        Func <bool> FinishMomevent() => () => GetComponent <NavMeshAgent>().velocity == Vector3.zero;
        Func <bool> FindFlag() => () => knowsWhereFlagIs && hasFlag == false && isStunned == false && sm.CurrentState != protectFlagCarrier;
        Func <bool> HasFlag() => () => hasFlag;

        //Desde cualquier estado
        sm.AddAnyTransition(stunned, IsStunned());
        sm.AddAnyTransition(chaseFlag, FindFlag());

        //Arranco la maquina en un estado
        sm.SetState(searchFlag);
    }
Ejemplo n.º 2
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    //global variables

    void Awake()
    {
        //first, reference all of the state scripts
        idleState  = GetComponent <Idle_State> ();
        moveState  = GetComponent <Move_State> ();
        deadState  = GetComponent <Dead_State> ();
        emptyState = GetComponent <Empty_State> ();

        //get prepping
        currentState = Player_State.Idle_State;

        //ready to go
        ChangeState();
    }
Ejemplo n.º 3
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    private void SetState(Move_State _state)
    {
        switch (_state)
        {
        case Move_State.COMBAT_STATE:
        case Move_State.ENGAGE_STATE:
        case Move_State.DISENGAGE_STATE:
            m_state = _state;
            break;

        default:
            m_prevState = m_state;
            m_state     = _state;
            break;
        }
    }
Ejemplo n.º 4
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 private void Start2()
 {
     agent       = GetComponent <UnityEngine.AI.NavMeshAgent>();
     m_state     = m_prevState = Move_State.LANING_STATE;
     info        = GetComponent <MinionInfo>();
     interactive = GetComponent <Interactive>();
     if (Team.RED_TEAM == info.team)
     {
         goal = GameManager.BluePortalTransform;
         if (agent.enabled)
         {
             agent.destination = goal.position;
         }
     }
     else
     {
         goal = GameManager.RedPortalTransform;
     }
 }