Example #1
0
        protected override void LoadContent()
        {
            base.LoadContent(); //Wichtig, base muss vorher aufgerufen werden,
            //damit die GameObject-Klasse das Model lädt

            #region Helicopter animation hack
            modelAnimationPart = this.Model.GetMesh("Rotor");
            if (modelAnimationPart != null)
            {
                FxSound        = game.Sounds.CreateSound("Heli");
                FxSound.Loop   = true;
                FxSound.Parent = this;
                modelAnimationPart.PlayRotationAnimation();
            }
            #endregion

            #region Init WeaponManager and add Weapons
            if (weapons == null)
            {
                weapons = new WeaponManager(game, Model, WeaponHolderType.Enemy);


                foreach (string weapon in typeDesc.Weapons)
                {
                    weapons.AddWeapon((WeaponType)Enum.Parse(typeof(WeaponType), weapon, true));
                    //       weapons.SwitchUp(false);
                }

                AI.AddState(new AI2AttackPlayer(weapons, 2));
            }
            #endregion
        }
Example #2
0
        public TowerAI(ICanyonShooterGame game, EnemyDescription desc)
            : base(game, "Enemy-TankAI")
        {
            this.game = game;
            id        = createdTanks++;

            // Set the tank model
            SetModel(desc.Model);

            LocalScale    = new Vector3(4f, 4f, 4f);
            LocalPosition = desc.RelativeSpawnLocation;
            dir           = new Vector3(0, 0, -1);

            // Physics Config
            ConnectedToXpa = true;
            this.Static    = true;
            ContactGroup   = ContactGroup.Enemies;
            LocalPosition  = desc.RelativeSpawnLocation;

            // Initialize AI-States of TowerAI
            AIStates = new AIStateMachine(game, this);
            AIStates.AddState(new TowerAIObserving(game.World.Players[0]));
            AIStates.AddState(new TowerAIAttackPlayer(game.World.Players[0]));
            AIStates.DebugAI = false;
        }
Example #3
0
        /// <param name="desc">The description data (i.e. healthpoints, strength).</param>
        public KamidroneAI(ICanyonShooterGame game, EnemyDescription desc)
            : base(game, "Enemy-KamidroneAI")
        {
            EnemyNr   = EnemiesCreated++;
            this.game = game;

            // Physics Config
            ConnectedToXpa      = true;
            ContactGroup        = ContactGroup.Enemies;
            InfluencedByGravity = false;


            InfoMessage(string.Format("Created at: {0}", desc.RelativeSpawnLocation));

            currentHitpoints = desc.MaxHitpoints;
            LocalPosition    = desc.RelativeSpawnLocation;
            // System

            typeDesc = game.Content.Load <EnemyTypeDescription>("Content\\Enemies\\" + desc.Type);
            SetModel(typeDesc.Model);

            // Initiate AI-System:
            AI         = new AIStateMachine(game, this);
            AI.DebugAI = false;

            // Add States to Machine:

            AI.AddState(new Patrol()); // Init-State
            AI.AddState(new FlyToWaypoint(desc.SegmentId));
            AI.AddState(new FlyToPlayer());


            // SquadronFormations

            if (desc.SquadronCount > 1) //Enemy-Squadron erzeugen.
            {
                // Create EnemyFormation and join it
                EnemyFormation formation = new EnemyFormation(game, LocalPosition, desc.SegmentId, desc.Speed, typeDesc.Formation);
                JoinFormation(formation);
                desc.SquadronCount = 1;
                int count = typeDesc.Formation.Count - 1; // dieser enemy hat sich bereits selbst hinzugefügt.
                for (int i = 0; i < count; i++)
                {
                    // Versezte den nächsten Enemy in Richtung des Canyons
                    Vector3 canyonDirection = game.World.Level.Cache[desc.SegmentId].ADir;
                    canyonDirection.Normalize();
                    desc.RelativeSpawnLocation = desc.RelativeSpawnLocation + canyonDirection * 100;

                    // Nächsten Enemy im Squadron erzeugen:

                    KamidroneAI enemyForFormation = new KamidroneAI(game, desc);
                    //enemyFollowing.FollowEnemy(this); // follow ME!
                    enemyForFormation.JoinFormation(formation);
                    game.World.AddObject(enemyForFormation);
                }
            }
        }
 void Awake()
 {
     Behaviour = new AIStateMachine(this);
     m_state = new AIStateZombie(this);
     Behaviour.AddState(m_state);
     Behaviour.ChangeState(m_state);
 }
    public override void Enter(AIStateMachine stateMachine, Action SuccessCallback, Action FailureCallback)
    {
        base.Enter(stateMachine, SuccessCallback, FailureCallback);

        target = GameObject.Find("Store").transform;

        moveState = stateMachine.AddState <MoveState>();
        moveState.SetTarget(target);

        stateMachine.OnComplete += Success;
    }
    protected override void Begin()
    {
        Behaviour = new AIStateMachine(this);
        AIStateCompanion state = new AIStateCompanion(this);

        state.target = followTarget;
        state.minRange = minFollowRange;
        state.maxRange = maxFollowRange;
        state.chaseRange = chaseRange;
        state.attackRange = attackRange;

        Behaviour.AddState(state);
        Behaviour.ChangeState(state);
    }
Example #7
0
 public void JoinFormation(EnemyFormation formation)
 {
     if (formation == null)
     {
         return;
     }
     AI.AddState(new FlyInFormation(formation));
     if (formation.RegisterEnemy(EnemyNr))
     {
         IsInFormation = true;
     }
     else
     {
         IsInFormation = false;
     }
 }
Example #8
0
        /// <param name="desc">The description data (i.e. healthpoints, strength).</param>
        public EnemyAI2Flo(ICanyonShooterGame game, EnemyDescription desc)
            : base(game, "Enemy-AI2")
        {
            EnemyNr   = EnemiesCreated++;
            this.game = game;

            // Physics Config
            ConnectedToXpa      = true;
            ContactGroup        = ContactGroup.Enemies;
            InfluencedByGravity = false;


            InfoMessage(string.Format("Created at: {0}", desc.RelativeSpawnLocation));

            currentHitpoints = desc.MaxHitpoints;
            LocalPosition    = desc.RelativeSpawnLocation;
            // System

            typeDesc         = game.Content.Load <EnemyTypeDescription>("Content\\Enemies\\" + desc.Type);
            currentHitpoints = typeDesc.MaxHitpoints;
            SetModel(typeDesc.Model);

            // Initiate AI-System:
            AI         = new AIStateMachine(game, this);
            AI.DebugAI = false;

            // Add States to Machine:

            AI.AddState(new AI2Patrol()); // Init-State
            AI.AddState(new AI2FlyToWaypoint(desc.SegmentId));
            AI.AddState(new AI2FlyToPlayer());


            // SquadronFormations

            if (desc.SquadronCount > 1) //Enemy-Squadron erzeugen.
            {
                // Sample Formation
                //// TODO: Move this to the Description later!
                //List<Vector3> formationPositions = new List<Vector3>();
                //formationPositions.Add(new Vector3(0,0,0));
                //formationPositions.Add(new Vector3(30,0,0));
                //formationPositions.Add(new Vector3(-30,0,0));
                //formationPositions.Add(new Vector3(0,0,30));

                // Create EnemyFormation and join it
                EnemyFormation formation = new EnemyFormation(game, LocalPosition, desc.SegmentId, desc.Speed, typeDesc.Formation);
                JoinFormation(formation);
                desc.SquadronCount = 1;
                int count = typeDesc.Formation.Count - 1; // dieser enemy hat sich bereits selbst hinzugefügt.
                for (int i = 0; i < count; i++)
                {
                    // Versezte den nächsten Enemy in Richtung des Canyons
                    Vector3 canyonDirection = game.World.Level.Cache[desc.SegmentId].ADir;
                    canyonDirection.Normalize();
                    desc.RelativeSpawnLocation = desc.RelativeSpawnLocation + canyonDirection * 100;

                    // Nächsten Enemy im Squadron erzeugen:

                    EnemyAI2Flo enemyForFormation = new EnemyAI2Flo(game, desc);
                    //enemyFollowing.FollowEnemy(this); // follow ME!
                    enemyForFormation.JoinFormation(formation);
                    game.World.AddObject(enemyForFormation);
                }
            }

            itemChance = desc.ItemChance;
            itemList   = desc.ItemList;

            if (game.Graphics.ShadowMappingSupported)
            {
                game.World.Sky.Sunlight.ShadowMapLow.Scene.AddDrawable(this);
                game.World.Sky.Sunlight.ShadowMapHigh.Scene.AddDrawable(this);
            }
        }