Example #1
0
    // Update is called once per frame
    protected override void Update()
    {
        base.Update();
        if (p != null && p.id != 0)
        {
            kalman.addObservation(new Vector4(player.transform.position.x, 0, player.transform.position.y, 0));
        }
        addInterpretedPosition(kalman.PosInterp);

        if (isEnd)
        {
            if (Time.time - initEndTimer >= 2)
            {
                isEnd = false;
                EventManager <bool, int> .Raise(EnumEvent.SPACESHIPDESTROYED, false, 5 *scoreMult);
            }
        }

#if UNITY_EDITOR
        /* DEBUG : Moving points around */
        //target.transform.position = kalman.interpolation(60);
        //target.transform.position = kalman.PosInterp;
        target.transform.position         = interpolation(60);
        noisedPosition.transform.position = kalman.PosBruit;
        imprecision.transform.position    = kalman.PosImprecise;
#endif
        if (p == null)
        {
            return;
        }
        // IA State management
        switch (p.id)
        {
        case 0:     // IA Aléatoire
        {
            if (Time.time - stateTimer > stateChangeTimer)
            {
                stateTimer   = Time.time;
                actionNumber = 0;
                changeRandomState();
            }
            switch (IAState)
            {
            case SWIAState.RANDOM:
            {
                moveRandomly();
                attackRandomly();
            } break;

            case SWIAState.MOVE_RANDOMLY:
            {
                moveRandomly();
            } break;

            case SWIAState.ATTACK_RANDOMLY:
            {
                attackRandomly();
            } break;

            case SWIAState.DODGE_ATTACKS:
            {
                IAState = SWIAState.RANDOM;
                moveRandomly();
                attackRandomly();
            } break;
            }
        } break;

        case 1:
        case 2:
        {
            switch (IAState)
            {
            case SWIAState.MOVE_TOWARDS_PLAYER:
            {
                if (dodgeAttacks())
                {
                    moveTowardsPlayer();
                }
            } break;

            case SWIAState.ATTACK_PLAYER:
            {
                attackPlayer();
            } break;

            case SWIAState.DODGE_ATTACKS:
            {
                if (dodgeAttacks())
                {
                    moveIntelligently();
                }
            } break;
            }
        } break;
        }
    }