Example #1
0
    void OnTriggerEnter2D(Collider2D otherCollider)
    {
        hasTouchedNode = true;
        print("WE HIT OIL!");

        NodeRule node = otherCollider.gameObject.GetComponent <NodeRule>();

        Vector2 nodePos = node.GetComponent <BoxCollider2D>().size;
        Vector2 goHBp   = gameObject.GetComponent <BoxCollider2D>().transform.position;

        if (controller.velocity.x == 1 && controller.velocity.y == 0)
        {
            moveTo = new Vector2(goHBp.x + nodePos.x, goHBp.y);
        }
        if (controller.velocity.x == -1 && controller.velocity.y == 0)
        {
            moveTo = new Vector2(goHBp.x - nodePos.x, goHBp.y);
        }
        if (controller.velocity.x == 0 && controller.velocity.y == 1)
        {
            moveTo = new Vector2(goHBp.x, goHBp.y + nodePos.y);
        }
        if (controller.velocity.x == 0 && controller.velocity.y == -1)
        {
            moveTo = new Vector2(goHBp.x, goHBp.y - nodePos.y);
        }

        // gameObject.transform.position = node.GetComponent<BoxCollider2D>().transform.position;
        nextMoveDirection = node.GetRandomTraversibleVector(controller.velocity);
    }
Example #2
0
        public void TestNodeRule()
        {
            var rule = new NodeRule(Grammar.Digit);

            Assert.IsTrue(rule.Match("1"));
            Assert.IsTrue(rule.Match("2"));
            Assert.IsFalse(rule.Match("x"));
            Assert.Throws <ArgumentNullException>(() => new NodeRule(null));
        }
Example #3
0
File: AI.cs Project: Speljohan/LD29
    public int NextNode(NodeRule rule)
    {
        int dest = Random.Range(0, 3);

        switch (dest)
        {
        case 0:
            if (rule.north)
            {
                return(0);
            }
            break;

        case 1:
            if (rule.west)
            {
                return(1);
            }
            break;

        case 2:
            if (rule.east)
            {
                return(2);
            }
            break;

        case 3:
            if (rule.south)
            {
                return(3);
            }
            break;
        }
        return(rule.GetRandomTraversibleNode());
    }