Example #1
0
 private void ExecuteRules(List <RulesInterface> rulesEngine)
 {
     foreach (RulesInterface rule in rulesEngine)
     {
         if (rule.condition(AIConditionChecking.GetConditions()) && !actionTaken)
         {
             characterAction = rule.action();
             ExecuteAction();
             actionTaken = true;
         }
     }
 }
Example #2
0
    // Update is called once per frame
    void Update()
    {
        if ((currentCharacter.IsAnimationPlaying() && !currentCharacter.GetIsJumping() && !currentCharacter.GetIsHit()) ||
            currentCharacter.GetAnimationStatus() == AnimationStates.STANDING)
        { //In case the animation goes from walking to other animation, prevents from sliding behaviour
            rigidBody.velocity = new Vector2(0, 0);
        }
        rivalCharacter = rivalCharacters.transform.GetChild(0).GetComponent <CharacterFeatures>(); //Has to be done constantly in case it changes

        if (!currentCharacter.GetIsBlocked() && !currentCharacter.GetIsDead())
        {
            AIConditionChecking.CheckTimer(currentTimer.GetTimer());
            AIConditionChecking.CheckCharacterStates(currentCharacter);
            AIConditionChecking.CheckDistance(characterActions);
            AIConditionChecking.CheckCharacterHealth(currentTimer.GetTimer(), characters, rivalCharacters);
            AIConditionChecking.CheckCharacterSwap(characterAssist, currentCharacter, characters);



            if (currentCharacter.GetAnimationStatus() != AnimationStates.WALK_BACKWARDS || characterAction != AnimationStates.BLOCKING_JUMPING ||
                characterAction != AnimationStates.BLOCKING_CROUCHING)
            {
                characterActions.StopBlocking();
            }

            PerformWalkState();
            BugFixStandingIsJumping();



            if (Array.IndexOf(AnimationStates.GetIdleMovements(), currentCharacter.GetAnimationStatus()) >= 0)
            {
                Invoke("PerformNewAction", 2);
                ExecuteRules(rulesEngineSwapCharacter);
                if (Array.IndexOf(AnimationStates.GetAttacks(), rivalCharacter.GetAnimationStatus()) >= 0)
                {
                    ExecuteRules(rulesEngineRivalAttacks);
                }
                if (Array.IndexOf(AnimationStates.GetTakingDamageStates(), rivalCharacter.GetAnimationStatus()) >= 0)
                {
                    ExecuteRules(rulesEngineRivalIsHit);
                }
                if (Array.IndexOf(AnimationStates.GetBlockingStates(), rivalCharacter.GetAnimationStatus()) >= 0)
                {
                    ExecuteRules(rulesEngineRivalBlocks);
                }
                if (rivalCharacter.GetAnimationStatus() == AnimationStates.WALK_BACKWARDS)
                {
                    ExecuteRules(rulesEngineRivalBackwards);
                }
                if (rivalCharacter.GetAnimationStatus() == AnimationStates.WALK_FORWARDS)
                {
                    ExecuteRules(rulesEngineRivalForwards);
                }
                if (rivalCharacter.GetAnimationStatus() == AnimationStates.JUMPING_BACKWARDS)
                {
                    ExecuteRules(rulesEngineRivalJumpingBackwards);
                }
                if (rivalCharacter.GetAnimationStatus() == AnimationStates.JUMPING_FORWARDS)
                {
                    ExecuteRules(rulesEngineRivalJumpingForwards);
                }
                if (rivalCharacter.GetAnimationStatus() == AnimationStates.STANDING || rivalCharacter.GetAnimationStatus() == AnimationStates.CROUCHING ||
                    rivalCharacter.GetAnimationStatus() == AnimationStates.JUMPING_DOWN || rivalCharacter.GetAnimationStatus() == AnimationStates.JUMPING_UP ||
                    rivalCharacter.GetAnimationStatus() == AnimationStates.CROUCH)
                {
                    ExecuteRules(rulesEngineRivalIdle);
                }
            }
        }
    }