Example #1
0
    IEnumerator DecideAction()
    {
        while (true)
        {
            if (stateHandler.IsCurrentState(EnemyStateHandler.States.Patrolling) ||
                stateHandler.IsCurrentState(EnemyStateHandler.States.Chasing))
            {
                if (playerDetection.IsPlayerInView())
                {
                    stateHandler.SwitchToDetectedPlayerState();
                    movement.StopRotating();
                    Vector3 rotateDir = (GameManager.instance.player.transform.position - transform.position).normalized;

                    yield return(StartCoroutine(movement.RotateTowardsDirection(rotateDir)));

                    if (!stateHandler.IsCurrentState(EnemyStateHandler.States.Dead))
                    {
                        yield return(StartCoroutine(playerDetection.CheckIfHeldLineOfSight()));
                    }
                }
                else
                {
                    HandleWaypoint(waypointHandler.GetCurrentWaypoint());
                }
            }
            else if (stateHandler.IsCurrentState(EnemyStateHandler.States.Shooting))
            {
                gunHandler.Shoot();
                transform.forward = (GameManager.instance.player.transform.position - transform.position).normalized;
                if (!playerDetection.IsPlayerInView())
                {
                    stateHandler.SwitchToChasingState();
                }
            }
            else if (stateHandler.IsCurrentState(EnemyStateHandler.States.LookAround))
            {
                if (!movement.isLookingAround)
                {
                    StartCoroutine(movement.LookAroundForPlayer());
                }
            }
            yield return(new WaitForFixedUpdate());
        }
    }
Example #2
0
    /// <summary>
    /// Checks after secondsToWait if the player is still in line of sight, then switches to shooting/patrol state
    /// </summary>
    public IEnumerator CheckIfHeldLineOfSight()
    {
        float     secondsToWait  = 1;
        float     timeWaited     = 0;
        Coroutine ColorCoroutine = colorController.SwitchToHostileColour();

        while (timeWaited < secondsToWait)
        {
            timeWaited += Time.deltaTime;
            if (!IsPlayerInView())
            {
                colorController.StopCoroutine(ColorCoroutine);
                stateHandler.SwitchToLookAroundState();
                colorController.SwitchToAwareColour(true);
                yield break;
            }
            yield return(new WaitForFixedUpdate());
        }
        if (stateHandler.IsCurrentState(EnemyStateHandler.States.DetectedPlayer))
        {
            stateHandler.SwitchToShootingState();
        }
    }