// Use this for initialization void Start() { // Initialise behaviour list m_castleScript = FindObjectOfType <CastleScript>(); m_behaviours = new List <IBehaviour>(); m_body = GetComponent <Rigidbody>(); if (!m_animator) { m_animator = GetComponentInChildren <Animator> (); } //----------------------------------------------------------------- // The Castle Interaction Sequence // Set up the seek force and seek force parameter SeekForce m_castleSeekForce = new SeekForce(); m_castleSeekForce.m_rotationSpeed = turnSpeed; // Set waypoints foreach (Transform waypoint in waypoints) { waypointVectors.Add(waypoint.position); } // Set up the castle interaction behaviour CastleScript castle = FindObjectOfType <CastleScript>(); CastleInteractBehaviour castleInteract = new CastleInteractBehaviour(); castleInteract.SetParameters(m_castleSeekForce, castle); // Set up condition for castle interaction sequence CastleTouchedCondition castleCondition = new CastleTouchedCondition(); castleCondition.castleScript = castle; //Set up chase sequence Sequence castleSequence = new Sequence(); castleSequence.addBehaviour(castleCondition); castleSequence.addBehaviour(castleInteract); //----------------------------------------------------------------- // The Ball Interaction Sequence // Set up the seek force and seek force parameter SeekForce m_ballSeekForce = new SeekForce(); m_ballSeekForce.m_rotationSpeed = turnSpeed; // Set up the ball interaction behaviour if (!ball) { ball = FindObjectOfType <BallScript> (); } BallInteractBehaviour ballInteract = new BallInteractBehaviour(); ballInteract.SetParameters(ball, m_ballSeekForce, 10.0f, middleBallTarget); // Set up condition for ball interaction sequence BallTouchedCondition ballCondition = new BallTouchedCondition(); ballCondition.m_ball = ball; ballCondition.ballBehaviour = ballInteract; //Set up chase sequence Sequence ballSequence = new Sequence(); ballSequence.addBehaviour(ballCondition); ballSequence.addBehaviour(ballInteract); //----------------------------------------------------------------- // The Chase Sequence // Set up the seek force and seek force parameter /*SeekForce seekChase*/ m_seekForce = new SeekForce(); m_seekForce.SetTarget(player); // Set up the seek behaviour seekBehaviour = new SteeringBehaviour(); seekBehaviour.Constructor(); seekBehaviour.AddNewForce(m_seekForce); // Set up condition for chase sequence WaveCondition waveCondition = new WaveCondition(); //waveCondition.m_target = player; // Set up chase sequence Sequence chaseSequence = new Sequence(); chaseSequence.addBehaviour(waveCondition); chaseSequence.addBehaviour(seekBehaviour); //---------------------------------------------------------------- // The Wander Sequence // Set up seek force and seek parameter SeekForce seekWander = new SeekForce(); seekWander.m_rotationSpeed = turnSpeed; // Set up rotational force and arrival parameter RotationalForce rotationWander = new RotationalForce(); // Set up arrival force and arrival parameter ArrivalForce arrivalWander = new ArrivalForce(); arrivalWander.SetParameter(); // Set up wander behaviour LimitedWanderBehaviour wanderBehaviour = new LimitedWanderBehaviour(); wanderBehaviour.SetLimit(middlePoint, maxRadius, maxDepth); wanderBehaviour.SetForce(seekWander, rotationWander, arrivalWander); wanderBehaviour.nearEnough = m_waypointTolerance; //---------------------------------------------------------------- // The Main Selector // Set up main selector Selector mainSelector = new Selector(); mainSelector.addBehaviour(castleSequence); mainSelector.addBehaviour(ballSequence); mainSelector.addBehaviour(chaseSequence); mainSelector.addBehaviour(wanderBehaviour); // Add all sequences to behaviour list m_behaviours.Add(mainSelector); // Setting the forward direction transform.forward = new Vector3(0, 0, 1); }
// This is used to add new force for a specific behaviour public void SetForce(SeekForce seekForce, RotationalForce rotationalForce, ArrivalForce arrivalForce = null) { m_seekForce = seekForce; m_arrivalForce = arrivalForce; m_rotationalForce = rotationalForce; }