Example #1
0
    protected override IEnemyState InitializeStates()
    {
        var idle         = new IdleState(this);
        var claimForward = new ClaimForwardState(this, claimerPrefab);
        var stepForward  = new MoveForwardState(this, stepTime);

        idle.AddTransition(() => { return(true); }, claimForward);
        claimForward.AddTransition(() => { return(claimForward.IsDone()); }, stepForward);
        stepForward.AddTransition(() => { return(stepForward.IsDone()); }, idle);

        return(idle);
    }
Example #2
0
    protected override IEnemyState InitializeStates()
    {
        var idle         = new IdleState(this);
        var claimForward = new ClaimForwardState(this, claimerPrefab);
        var chanceRoller = new ChanceRollerState(this);
        var stepForward  = new MoveForwardState(this, stepTime);
        var jumpForward  = new JumpForwardState(this, jumpHeight, jumpTime);

        chanceRoller.AddEntry(jumpForward, Mathf.FloorToInt(jumpChance * 10));
        chanceRoller.AddEntry(stepForward, Mathf.FloorToInt((1 - jumpChance) * 10));

        idle.AddTransition(() => { return(true); }, claimForward);
        claimForward.AddTransition(() => { return(claimForward.IsDone()); }, chanceRoller);
        chanceRoller.AddTransition(() => { return(chanceRoller.PickedState == stepForward); }, stepForward);
        chanceRoller.AddTransition(() => { return(chanceRoller.PickedState == jumpForward); }, jumpForward);
        stepForward.AddTransition(() => { return(stepForward.IsDone()); }, idle);
        jumpForward.AddTransition(() => { return(jumpForward.IsDone()); }, idle);

        return(idle);
    }
Example #3
0
    protected override IEnemyState InitializeStates()
    {
        var idle           = new IdleState(this);
        var claimForward   = new ClaimForwardState(this, claimerPrefab);
        var moveForward    = new MoveForwardState(this, stepTime);
        var forwardCounter = new CounterState(this, forwardSteps);
        var switchState    = new SwitchState(this);
        var claimRight     = new ClaimRightState(this, claimerPrefab);
        var moveRight      = new MoveRightState(this, stepTime);
        var rightCounter   = new CounterState(this, rightSteps);
        var claimLeft      = new ClaimLeftState(this, claimerPrefab);
        var moveLeft       = new MoveLeftState(this, stepTime);
        var leftCounter    = new CounterState(this, leftSteps);


        idle.AddTransition(() => { return(true); }, claimForward);

        claimForward.AddTransition(() => { return(claimForward.IsDone()); }, moveForward);
        moveForward.AddTransition(() => { return(moveForward.IsDone()); }, forwardCounter);
        forwardCounter.AddTransition(() => { return(forwardCounter.IsAmountReached()); }, switchState);
        forwardCounter.AddTransition(() => { return(forwardCounter.IsAmountReached() == false); }, claimForward);

        switchState.AddTransition(() => { return(switchState.Value == true); }, claimRight);
        switchState.AddTransition(() => { return(switchState.Value == false); }, claimLeft);

        claimRight.AddTransition(() => { return(claimRight.IsDone()); }, moveRight);
        moveRight.AddTransition(() => { return(moveRight.IsDone()); }, rightCounter);
        rightCounter.AddTransition(() => { return(rightCounter.IsAmountReached()); }, idle);
        rightCounter.AddTransition(() => { return(rightCounter.IsAmountReached() == false); }, claimRight);

        claimLeft.AddTransition(() => { return(claimLeft.IsDone()); }, moveLeft);
        moveLeft.AddTransition(() => { return(moveLeft.IsDone()); }, leftCounter);
        leftCounter.AddTransition(() => { return(leftCounter.IsAmountReached()); }, idle);
        leftCounter.AddTransition(() => { return(leftCounter.IsAmountReached() == false); }, claimLeft);

        return(idle);
    }