public override void Awake()
 {
     base.Awake ();
     Debug.Log ("Drawer::Awake()");
     mBAttackState = new BuildingAttackState (this);
     mBIdleState = new BuildingIdleState (this);
 }
Example #2
0
    public void SetTarget(GameObject target, Vector2 targetPosition)
    {
        AITargetObject      targetObject = new AITargetObject(target, targetPosition);
        BuildingAttackState attackState  = new BuildingAttackState(this, targetObject, this.m_AttackBehavior);

        this.ChangeState(attackState);
    }
 public override void Awake()
 {
     base.Awake();
     Debug.Log("Drawer::Awake()");
     mBAttackState = new BuildingAttackState(this);
     mBIdleState   = new BuildingIdleState(this);
 }
Example #4
0
    private void FindTarget()
    {
        List <GameObject> actorsInScope = this.BuildingAI.SceneHelper.GetActors(this.m_AttackScopeList, this.BuildingAI.AttackBehavior.TargetType);

        Vector3 anchorPosition = this.BuildingAI.Property.AnchorTransform.position;

        foreach (GameObject actor in actorsInScope)
        {
            Vector2 delta     = (Vector2)(actor.transform.position - anchorPosition);
            float   vectorMag = Vector2.SqrMagnitude(delta);
            if (vectorMag <= this.BuildingAI.AttackBehavior.AttackScopeSqr)
            {
                RingAttackBehavior ringBehavior = this.BuildingAI.AttackBehavior as RingAttackBehavior;
                if (ringBehavior != null)
                {
                    if (vectorMag <= ringBehavior.BlindScopeSqr)
                    {
                        continue;
                    }
                }

                BuildingAttackState attackState = new BuildingAttackState(this.m_AIBehavior,
                                                                          new AITargetObject(actor, (Vector2)actor.transform.position),
                                                                          this.BuildingAI.AttackBehavior);

                this.m_AIBehavior.ChangeState(attackState);
                return;
            }
        }
    }
Example #5
0
    public override void Awake()
    {
        base.Awake ();
        mBAttackState = new BuildingAttackState (this);
        mBIdleState = new BuildingIdleState (this);
        mBBuildingState = new BuildingBuildState (this);

        mName = "Drawer" + GetInstanceID();
        //Debug.Log("mName = " + mName);
    }
    public override void Awake()
    {
        base.Awake();
        Debug.Log("House::Awake()");
        mSpawnPoint = gameObject.transform.Find("BulletSpawnPoint").gameObject.transform.position;

        mHouseBulletScript = GetComponent <Bullet> ();

        mBAttackState = new BuildingAttackState(this);
        mBIdleState   = new BuildingIdleState(this);
    }
Example #7
0
    public override void Awake()
    {
        base.Awake ();
        mBAttackState = new BuildingAttackState (this);
        mBIdleState = new BuildingIdleState (this);
        mBBuildingState = new BuildingBuildState (this);

        mInformRangeCollider = gameObject.transform.Find ("InformRangeCollider").gameObject;
        mInformRange = mInformRangeCollider.GetComponent<InformRange>();

        mName = "Wall" + GetInstanceID();
        //Debug.Log("mName = " + mName);
    }
Example #8
0
    public override void Awake()
    {
        base.Awake();
        Debug.Log("House::Awake()");
        mSpawnPoint = gameObject.transform.Find("BulletSpawnPoint").gameObject.transform.position;

        mHouseBulletScript = GetComponent <Bullet> ();

        mBAttackState = new BuildingAttackState(this);
        mBIdleState   = new BuildingIdleState(this);

        mAttackRangeCollider = gameObject.transform.Find("AttackRangeCollider").gameObject;
        mAttackRangeCollider.GetComponent <SphereCollider> ().radius = mAttackDistance / gameObject.transform.lossyScale.x;
        mAttackRange = mAttackRangeCollider.GetComponent <BuildingAttackRange> ();
    }
    public override void Awake()
    {
        base.Awake ();
        Debug.Log ("House::Awake()");
        mSpawnPoint = gameObject.transform.Find ("BulletSpawnPoint").gameObject.transform.position;

        mHouseBulletScript = GetComponent<Bullet> ();

        mBAttackState = new BuildingAttackState (this);
        mBIdleState = new BuildingIdleState (this);

        mAttackRangeCollider = gameObject.transform.Find ("AttackRangeCollider").gameObject;
        mAttackRangeCollider.GetComponent<SphereCollider> ().radius = mAttackDistance / gameObject.transform.lossyScale.x;
        mAttackRange = mAttackRangeCollider.GetComponent<BuildingAttackRange> ();
    }
Example #10
0
    public override void Awake()
    {
        base.Awake ();
        Debug.Log ("House::Awake()");
        mSpawnPoint = gameObject.transform.Find ("BulletSpawnPoint").gameObject.transform.position;

        mHouseBulletScript = GetComponent<Bullet> ();

        mBAttackState = new BuildingAttackState (this);
        mBIdleState = new BuildingIdleState (this);
    }