protected override void initializeHStates()
    {
        //Time.timeScale = 0.3f;

        HPatrolFSM hp = new HPatrolFSM(0, this.gameObject, 0, null, this, patrolType);

        HStunnedFSM hs = new HStunnedFSM(1, this.gameObject, 0, null, this, false);
        //(string _stateName, GameObject _gameo, int _hLevel, AIAgent1 _scriptAIAgent)
        HChase1FSM hc = new HChase1FSM("Chase", this.gameObject, 0, this);

        HChargeChaseFSM hcc1 = new HChargeChaseFSM(this.gameObject, 1, hc, this);
        HCrashChaseFSM  hcc2 = new HCrashChaseFSM(this.gameObject, 1, hc, this);

        addState(hp);

        addState(hs);

        addState(hc);

        hc.setDefaultStates(hcc1, hcc2);
        //hc.addState (hcc1);
        //hc.addState (hcc2);

        //hpadre.addState (hfiglio1);
        //hpadre.addState (hfiglio2);

        //------

        setActiveState(hp);

        hp.setDefaultTransitions(hs, hc);

        hs.setDefaultTransitions(hp);

        hc.setDefaultInitialize();
        hc.setDefaultTransitions(hs, hp);
        hc.setDefaultCollision();

        hcc1.setDefaultTransitions(hcc2);
        hcc2.setDefaultTransitions(hs, null);
    }
Example #2
0
    protected override void initializeHStates()
    {
        //Time.timeScale = 0.3f;

        //HPatrolFSM hp = new HPatrolFSM (0, this.gameObject, 0, null, this, patrolType);

        aiParam = GetComponent <AIParameters> ();

        HPatrol1FSM hP = new HPatrol1FSM("Patrol", this.gameObject, 0, this);

        HSuspPatrolFSM hps = new HSuspPatrolFSM(this.gameObject, 1, hP, this);
        HWalkPatrolFSM hpw = new HWalkPatrolFSM(this.gameObject, 1, hP, this);
        HPatrol1FSM    defaultChildPatrol = null;

        switch (patrolType)
        {
        case PatrolType.Walk:
            defaultChildPatrol = hpw;
            break;

        case PatrolType.Area:
            HAreaPatrolFSM hpa = new HAreaPatrolFSM(this.gameObject, 1, hP, this);
            defaultChildPatrol = hpa;
            break;

        case PatrolType.Stand:
            HStandPatrolFSM hpst = new HStandPatrolFSM(this.gameObject, 1, hP, this);
            defaultChildPatrol = hpst;
            break;

        default:
            break;
        }

        HStunnedFSM hs = new HStunnedFSM(1, this.gameObject, 0, null, this, false);

        HChase1FSM      hc   = new HChase1FSM("Chase", this.gameObject, 0, this);
        HChargeChaseFSM hcc1 = new HChargeChaseFSM(this.gameObject, 1, hc, this);
        HCrashChaseFSM  hcc2 = new HCrashChaseFSM(this.gameObject, 1, hc, this);

        addState(hP);
        addState(hs);
        addState(hc);

        //patrol

        hP.setDefaultStates(hps, defaultChildPatrol, hpw);
        hP.setDefaultTransitions(hs, hc);
        hP.setDefaultDelegates();

        switch (patrolType)
        {
        case PatrolType.Walk:

            break;

        case PatrolType.Area:
            ((HAreaPatrolFSM)defaultChildPatrol).setDefaultTransitions(hpw);
            break;

        case PatrolType.Stand:
            ((HStandPatrolFSM)defaultChildPatrol).setDefaultTransitions(hpw);
            break;

        default:
            break;
        }

        hps.setDefaultTransitions(defaultChildPatrol);

        setActiveState(hP);

        //chase

        //TODO: da restringere ad una chiamata : - states - delegates - transitions - collision
        hc.setDefaultStates(hcc1, hcc2);
        hc.setDefaultInitialize();
        hc.setDefaultTransitions(hs, hP);
        hc.setDefaultCollision();

        hcc1.setDefaultTransitions(hcc2);
        hcc2.setDefaultTransitions(hs, hP);

        //stun

        hs.setDefaultTransitions(hP);
    }