public override bool ActionStart()
 {
     move = GetComponent <Movement_Action>();
     move.LookAtPlayer();
     move.ActionStart();
     return(true);
 }
    public override bool ActionStart()
    {
        move.chase = true;
        move.GoTo((int)destiny_tile_x, (int)destiny_tile_y);
        bool ret = move.ActionStart();

        return(ret);
    }
Ejemplo n.º 3
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    public override bool ActionStart()
    {
        Debug.Log("Chase start");
        move.GoToPlayer(chase_range);
        interupt = false;
        bool ret = move.ActionStart();

        return(ret);
    }
    public override bool ActionStart()
    {
        int current_tile_x = GetComponent <Movement_Action>().GetCurrentTileX();
        int current_tile_y = GetComponent <Movement_Action>().GetCurrentTileY();

        move = GetComponent <Movement_Action>();
        move.GoTo(event_to_react.objective_tile_x, event_to_react.objective_tile_y);
        bool ret = move.ActionStart();

        init_tile_x = current_tile_x;
        init_tile_y = current_tile_y;
        my_state    = INVESTIGATESTATE.GOING_TO_INVESTIGATE;

        //TODO_AI:hear something audio
        //GetComponent<CompAudio>().PlayEvent("Dracarys");

        return(ret);
    }
Ejemplo n.º 5
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    public override bool ActionStart()
    {
        event_to_react.start_counting = false;

        bt = GetComponent <EnemySword_BT>();
        if (bt == null)
        {
            bt = GetComponent <EnemyShield_BT>();
        }
        if (bt == null)
        {
            bt = GetComponent <EnemySpear_BT>();
        }

        percep_sight = GetComponent <PerceptionSightEnemy>();

        comp_anim = GetComponent <CompAnimation>();

        move.GoToPlayer((uint)bt.range);
        interupt = false;
        bool ret = move.ActionStart();

        return(ret);
    }
Ejemplo n.º 6
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    public override bool ActionStart()
    {
        bool ret = move.ActionStart();

        return(ret);
    }
    public override ACTION_RESULT ActionUpdate()
    {
        switch (my_state)
        {
        case INVESTIGATESTATE.INVESTIGATE:
            //Trigger investigate animation

            if (interupt)
            {
                interupt = false;
                return(ACTION_RESULT.AR_FAIL);
            }

            event_to_react.start_counting = true;

            if (forgot_event == true)
            {
                move.GoTo(init_tile_x, init_tile_y);

                //Lost something audio
                //TODO_AI: Ivestigation audio
                //GetComponent<CompAudio>().PlayEvent("Dracarys");

                my_state = INVESTIGATESTATE.RETURNING_TO_START;

                if (move.ActionStart() == false)
                {
                    return(ACTION_RESULT.AR_FAIL);
                }
            }

            return(ACTION_RESULT.AR_IN_PROGRESS);

        case INVESTIGATESTATE.GOING_TO_INVESTIGATE:
        case INVESTIGATESTATE.RETURNING_TO_START:

            if (interupt)
            {
                interupt = false;
                move.Interupt();
            }

            move_return = move.ActionUpdate();

            if (move_return != ACTION_RESULT.AR_IN_PROGRESS)
            {
                move.ActionEnd();

                if (move_return == ACTION_RESULT.AR_FAIL)
                {
                    return(move_return);
                }
                else
                {
                    if (my_state == INVESTIGATESTATE.GOING_TO_INVESTIGATE)
                    {
                        my_state = INVESTIGATESTATE.INVESTIGATE;
                    }
                    else
                    {
                        return(move_return);
                    }
                }
            }

            break;
        }

        return(ACTION_RESULT.AR_IN_PROGRESS);
    }