Example #1
0
    void OnStateUpdate()
    {
        switch (m_CurrentState)
        {
        case CurrentState.Spawn:
            if (m_CurrentWaitPoint == 0)
            {
                m_NavMeshAgent.SetDestination(m_EntryPoint.m_WaitingPoint.transform.position);
                if (m_NavMeshAgent.remainingDistance < 0.2f)
                {
                    SwitchState(CurrentState.Idle);
                }
            }
            else
            {
                SwitchState(CurrentState.InQueue);
            }
            break;

        case CurrentState.InQueue:
            if (m_EntryPoint.m_MustReload)
            {
                SwitchState(CurrentState.MovingInQueue);
            }
            break;

        case CurrentState.MovingInQueue:
            if (m_EntryPoint.m_MustReload)
            {
                SwitchState(CurrentState.MovingInQueue);
            }
            break;

        case CurrentState.Idle:
            m_Timer += Time.deltaTime;
            if (m_Timer >= m_IdleTimer)
            {
                if (Random.Range(0f, 1f) > m_ChairObject)
                {
                    SwitchState(CurrentState.MovingTowardChair);
                }
                else
                {
                    SwitchState(CurrentState.MovingTowardObject);
                }
            }
            break;

        case CurrentState.MovingTowardChair:
            if (Vector3.Distance(transform.position, m_NavMeshAgent.destination) < 0.6f)
            {
                SwitchState(CurrentState.Sitting);
            }
            break;

        case CurrentState.MovingTowardObject:
            if (Vector3.Distance(transform.position, m_NavMeshAgent.destination) < 1.0f)
            {
                m_Animator.CrossFade("Boy_TableFlip", 0.0f);
                transform.rotation = Quaternion.LookRotation((m_Throwable.transform.position - transform.position));
                m_Timer           += Time.deltaTime;
                if (m_Timer >= 0.4f)
                {
                    SwitchState(CurrentState.ThrowSomething);
                }
            }
            break;

        case CurrentState.ThrowSomething:

            m_Timer += Time.deltaTime;
            if (m_Timer > 2.0f)
            {
                SwitchState(CurrentState.MovingTowardChair);
            }
            break;

        case CurrentState.Sitting:
            m_Timer += Time.deltaTime;
            vfx_Poulet.Play(true);
            RaycastHit plateHit;
            Ray        forwardRay = new Ray(transform.position + Vector3.up * 0.3f, transform.forward);
            if (Physics.Raycast(forwardRay, out plateHit, m_PlateRayDistance, m_RaycastLayer, QueryTriggerInteraction.Collide))
            {
                Plate m_Plate = plateHit.collider.GetComponentInParent <Plate>();
                if (m_Plate != null)
                {
                    if (m_Plate.plateState == Plate.PlateState.Full)
                    {
                        SwitchState(CurrentState.Eating);
                    }
                    else if (m_Plate.plateState == Plate.PlateState.Garbage)
                    {
                        SwitchState(CurrentState.Spitting);
                    }
                    if (m_Timer >= m_IdleTimer)
                    {
                        vfx_Angry.Play(true);
                        SwitchState(CurrentState.Berserker);
                    }
                }
            }
            else
            {
                if (m_Timer >= m_IdleTimer)
                {
                    vfx_Angry.Play(true);
                    SwitchState(CurrentState.Berserker);
                }
            }
            break;

        case CurrentState.Eating:
            m_Timer += Time.deltaTime;
            RaycastHit plateHit2;
            Ray        forwardRay2 = new Ray(transform.position + Vector3.up * 0.3f, transform.forward);
            if (Physics.Raycast(forwardRay2, out plateHit2, m_PlateRayDistance, m_RaycastLayer, QueryTriggerInteraction.Collide))
            {
                m_Plate = plateHit2.collider.GetComponentInParent <Plate>();
                if (m_Plate == null)
                {
                    vfx_Angry.Play(true);
                    SwitchState(CurrentState.Berserker);
                }
                else
                {
                    if (m_Timer > 4.0f)
                    {
                        if (m_HaveEat)
                        {
                            if (Random.Range(0f, 1f) > (1 - m_SpitAfterFirstEat))
                            {
                                vfx_Happy.Play(true);
                                SwitchState(CurrentState.SittingIdle);
                            }
                            else
                            {
                                SwitchState(CurrentState.Spitting);
                            }
                        }
                        else
                        {
                            if (Random.Range(0f, 1f) > (1 - m_SpitAfterFirstEat))
                            {
                                vfx_Happy.Play(true);
                                SwitchState(CurrentState.SittingIdle);
                            }
                            else
                            {
                                SwitchState(CurrentState.Spitting);
                            }
                        }
                        m_Plate.Consume();
                    }
                }
            }
            break;

        case CurrentState.SittingIdle:
            m_Timer += Time.deltaTime;
            if (m_Timer >= m_IdleTimer)
            {
                SwitchState(CurrentState.MovingTowardExit);
            }
            break;

        case CurrentState.Spitting:
            m_Timer += Time.deltaTime;
            if (m_Timer > 2.0f)
            {
                Instantiate(vfx_Spit, transform.position, Quaternion.identity);
                SwitchState(CurrentState.MovingTowardExit);
            }
            break;

        case CurrentState.MovingTowardExit:
            if (Vector3.Distance(transform.position, m_NavMeshAgent.destination) < 0.3f)
            {
                SwitchState(CurrentState.Disapear);
            }
            break;

        case CurrentState.Disapear:

            break;

        case CurrentState.PickUp:

            break;

        case CurrentState.Release:
            m_NavMeshAgent.enabled = true;
            RaycastHit releaseHit;
            Ray        downRay = new Ray(transform.position, Vector3.down);
            if (Physics.Raycast(downRay, out releaseHit, 100.0f, m_RaycastLayer, QueryTriggerInteraction.Collide))
            {
                m_Chair = releaseHit.collider.GetComponentInParent <Chair>();
                if (m_Chair != null)
                {
                    SwitchState(CurrentState.Sitting);
                }
            }
            else
            {
                if (m_HaveEat)
                {
                    SwitchState(CurrentState.MovingTowardExit);
                }
                else
                {
                    if (Random.Range(0f, 1f) > m_FlipAfterDrop)
                    {
                        SwitchState(CurrentState.MovingTowardChair);
                    }
                    else
                    {
                        SwitchState(CurrentState.MovingTowardObject);
                    }
                }
            }
            break;

        case CurrentState.Berserker:
            if (Random.Range(0f, 1f) > (1 - m_BerserkerFlip))
            {
                SwitchState(CurrentState.MovingTowardObject);
            }
            else
            {
                SwitchState(CurrentState.MovingTowardExit);
            }
            break;
        }
    }