Example #1
0
    public void Setup()
    {
        _entityManager = ServiceLocator.Current.Get <EntityManager>();

        NPC_GenerationParameters consumer = new NPC_GenerationParameters();

        consumer.startingState = typeof(Consumer_Idle);
        consumer.availableStates.Add(typeof(Consumer_Idle));
        consumer.availableStates.Add(typeof(Consumer_MoveToTarget));
        consumer.availableStates.Add(typeof(Consumer_Fly));

        NPC_GenerationParameters normalCustomer = new NPC_GenerationParameters();

        normalCustomer.startingState = typeof(NormalCustomer_Idle);
        normalCustomer.availableStates.Add(typeof(NormalCustomer_Idle));
        normalCustomer.availableStates.Add(typeof(NormalCustomer_Fly));
        normalCustomer.availableStates.Add(typeof(NormalCustomer_WalkToSpawnPosition));
        normalCustomer.availableStates.Add(typeof(NormalCustomer_FreezeFrame));

        NPC_GenerationParameters kid = new NPC_GenerationParameters();

        kid.startingState = typeof(Kid_Idle);
        kid.availableStates.Add(typeof(Kid_Idle));
        kid.availableStates.Add(typeof(Kid_FollowPlayer));
        kid.availableStates.Add(typeof(Kid_GoToExit));
        kid.availableStates.Add(typeof(Kid_FollowPromotionGuy));

        NPC_GenerationParameters mallWorker = new NPC_GenerationParameters();

        mallWorker.startingState = typeof(MallWorker_Idle);
        mallWorker.availableStates.Add(typeof(MallWorker_Idle));
        mallWorker.availableStates.Add(typeof(MallWorker_FollowPlayer));
        mallWorker.availableStates.Add(typeof(MallWorker_Fly));
        mallWorker.availableStates.Add(typeof(MallWorker_FreezeFrame));

        NPC_GenerationParameters promotionGuy = new NPC_GenerationParameters();

        promotionGuy.startingState = typeof(PromotionGuy_Idle);
        promotionGuy.availableStates.Add(typeof(PromotionGuy_Idle));
        promotionGuy.availableStates.Add(typeof(PromotionGuy_ChaseKid));
        promotionGuy.availableStates.Add(typeof(PromotionGuy_RunAwayWithKid));
        promotionGuy.availableStates.Add(typeof(PromotionGuy_Fly));
        promotionGuy.availableStates.Add(typeof(PromotionGuy_FreezeFrame));

        _generationParameters.Add(NPC_BehaviourType.Consumer, consumer);
        _generationParameters.Add(NPC_BehaviourType.NormalCustomer, normalCustomer);
        _generationParameters.Add(NPC_BehaviourType.Kid, kid);
        _generationParameters.Add(NPC_BehaviourType.MallWorker, mallWorker);
        _generationParameters.Add(NPC_BehaviourType.PromotionGuy, promotionGuy);
    }
Example #2
0
    public void SetupNPC(NPC npc)
    {
        // Get the NPC generation parameters based on the NPC behaviour type
        NPC_GenerationParameters npcGenerationParameters = _generationParameters[npc.behaviourType];

        // Create the NPC AI states.
        for (int i = 0; i < npcGenerationParameters.availableStates.Count; i++)
        {
            Type  type  = npcGenerationParameters.availableStates[i];
            State state = (State)Activator.CreateInstance(type);
            state.npc = npc;
            npc.states.Add(type, state);
        }

        // Change NPC current state to the starting state and call OnEnter.
        Type startingState = npcGenerationParameters.startingState;

        npc.state = npc.states[startingState];
        npc.state.OnEnter();
    }