Example #1
0
        //
        IEnumerator RequestPathToBreach()
        {
            float RanTime = Random.Range(0.25f, ThisGCM.OrderDelay);

            yield return(new WaitForSeconds(RanTime));

            CurrentState = GunLoaderState.RequestingPathToBreach;
            CommandManager.Instance.IssueMovementCommand(ThisGCM, ThisFieldGun.BreachNode);
        }
Example #2
0
 //
 void StatusCheck()
 {
     if (CheckIfAtGunBreach() == false)
     {
         if (CurrentState == GunLoaderState.AtBreach || CurrentState == GunLoaderState.Idle)
         {
             StartCoroutine(RequestPathToBreach());
         }
     }
     else
     {
         CurrentState = GunLoaderState.AtBreach;
     }
 }
Example #3
0
        public override void FixedUpdate()
        {
            switch (CurrentState)
            {
            case GunLoaderState.Idle:
                break;

            case GunLoaderState.RequestingPathToBreach:
                if (ThisGCM.MovementOrder != null)
                {
                    if (ThisGCM.MovementOrder.CurrentPathStatus == PathRequestStatus.RecivedAndValid)
                    {
                        CurrentState = GunLoaderState.MovingToBreach;
                    }
                }
                break;

            case GunLoaderState.MovingToBreach:
                if (CheckIfAtGunBreach())
                {
                    CurrentState = GunLoaderState.AtBreach;
                }
                break;

            case GunLoaderState.AtBreach:
                StatusCheck();
                break;

            case GunLoaderState.LoadingShell:
                break;

            case GunLoaderState.LoadingComplete:
                break;

            default:
                break;
            }
        }
Example #4
0
 //
 void StateSwitchMoveToBreach()
 {
     CurrretState = GunLoaderState.RequestingPathToBreach;
 }
Example #5
0
        //float CheckInterval = 0.5f;
        //float CurrentIntervalTime = 0;

        public override void OnStateEnter(GunCrewMember _CrewMember)
        {
            CurrretState = GunLoaderState.RequestingPathToBreach;
        }