Example #1
0
    public virtual void Awake()
    {
        Debug.Log("Soldier's Position = " + gameObject.transform.position);

        /*
         * if (mST == SoldierType.E_ZOMBUNNY) {
         *      mAnim = GetComponent<Animator>();
         * }
         */

        mHPText = gameObject.transform.Find("HealthText").gameObject.GetComponent <TextMesh> ();
        if (mHPText == null)
        {
            Debug.Log("mHPText == null");
        }
        mHPText.text = "HP: " + mSHP;

        mAnim = GetComponent <Animator>();

        mSeeker = GetComponent <Seeker> ();

        //mController = GetComponent<CharacterController> ();

        mSAttackState = new SoldierAttackState(this);

        mSMoveState = new SoldierMoveState(this);

        mSDeadState = new SoldierDeadState(this);

        mAttackablePositions = new Vector3[8];
    }
Example #2
0
    private void MakeFSM()
    {
        mFSMSys = new SoldierFSMSys();

        SoldierChaseState chaseState = new SoldierChaseState(mFSMSys, this);

        chaseState.AddTransition(SoldierTransition.CanAttack, SoldierStateID.Attack);

        SoldierAttackState attackState = new SoldierAttackState(mFSMSys, this);

        attackState.AddTransition(SoldierTransition.LostSoldier, SoldierStateID.Chase);

        mFSMSys.AddState(chaseState, attackState);
    }
Example #3
0
    private void MakeFSM()
    {
        m_FSMSystem = new SoldierFSMSystem();
        SoldierIdleState idleState = new SoldierIdleState(m_FSMSystem, this);

        idleState.AddTransition(SoldierTransition.SeeEnemy, SoldierStateID.Chase);

        SoldierChaseState chaseState = new SoldierChaseState(m_FSMSystem, this);

        chaseState.AddTransition(SoldierTransition.NoEnemy, SoldierStateID.Idle);
        chaseState.AddTransition(SoldierTransition.CanAttack, SoldierStateID.Attack);

        SoldierAttackState attackState = new SoldierAttackState(m_FSMSystem, this);

        attackState.AddTransition(SoldierTransition.NoEnemy, SoldierStateID.Idle);
        attackState.AddTransition(SoldierTransition.SeeEnemy, SoldierStateID.Chase);

        m_FSMSystem.AddState(idleState, chaseState, attackState);
    }
    private void MakeFsm()
    {
        Fsm = new SoldierFSMSystem();

        SoldierIdleState idle = new SoldierIdleState(Fsm, this);

        idle.AddTransition(SoldierTransition.SeeEnemy, SoldierStateID.Chase);

        SoldierChaseState chase = new SoldierChaseState(Fsm, this);

        chase.AddTransition(SoldierTransition.NoEnemy, SoldierStateID.Idle);
        chase.AddTransition(SoldierTransition.CanAttack, SoldierStateID.Attack);

        SoldierAttackState attack = new SoldierAttackState(Fsm, this);

        attack.AddTransition(SoldierTransition.NoEnemy, SoldierStateID.Idle);
        attack.AddTransition(SoldierTransition.SeeEnemy, SoldierStateID.Chase);

        Fsm.AddState(idle, chase, attack);
    }
    protected virtual void MakeFSM()
    {
        fsmSystem = new SoldierSatateSystem();

        SoldierIdleState idle = new SoldierIdleState(fsmSystem, this);

        idle.AddTransition(SoldierTransition.SeeEnemy, SoldierStateID.Chase);


        SoldierAttackState attack = new SoldierAttackState(fsmSystem, this);

        attack.AddTransition(SoldierTransition.NoEnemy, SoldierStateID.Idle);
        attack.AddTransition(SoldierTransition.SeeEnemy, SoldierStateID.Chase);

        SoldierChaseState chase = new SoldierChaseState(fsmSystem, this);

        chase.AddTransition(SoldierTransition.NoEnemy, SoldierStateID.Idle);
        chase.AddTransition(SoldierTransition.CanAttack, SoldierStateID.Attack);

        fsmSystem.AddStateRange(idle, attack, chase);
    }
Example #6
0
    public virtual void Awake()
    {
        Debug.Log("Soldier's Position = " + gameObject.transform.position);

        /*
         * if (mST == SoldierType.E_ZOMBUNNY) {
         *      mAnim = GetComponent<Animator>();
         * }
         */

        mHPText = gameObject.transform.Find("HealthText").gameObject.GetComponent <TextMesh> ();
        if (mHPText == null)
        {
            Debug.Log("mHPText == null");
        }
        mHPText.text = "HP: " + mSHP;

        mAnim = GetComponent <Animator>();

        mSeeker = GetComponent <Seeker> ();

        //mController = GetComponent<CharacterController> ();

        mSAttackState = new SoldierAttackState(this);

        mSMoveState = new SoldierMoveState(this);

        mSDeadState = new SoldierDeadState(this);

        mAttackablePositions = new Vector3[8];

        mGameType = ObjectType.EOT_SOLDIER;
        Debug.Log("Soldier::Awake() mGameType = " + mGameType);

        mDetectionRangeCollider = gameObject.transform.Find("AttackRangeCollider").gameObject;
        mDetectionRangeCollider.GetComponent <SphereCollider> ().radius = mDetectionDistance;
        Debug.Log("DetectionDistance = " + mDetectionDistance);
        mDetectionRange = mDetectionRangeCollider.GetComponent <SoldierDetectRange> ();
    }
    public virtual void Awake()
    {
        Debug.Log("Soldier's Position = " + gameObject.transform.position);
        /*
        if (mST == SoldierType.E_ZOMBUNNY) {
            mAnim = GetComponent<Animator>();
        }
        */

        mHPText = gameObject.transform.Find ("HealthText").gameObject.GetComponent<TextMesh> ();
        if (mHPText == null) {
            Debug.Log("mHPText == null");
        }
        mHPText.text = "HP: " + mSHP;

        mAnim = GetComponent<Animator>();

        mSeeker = GetComponent<Seeker> ();

        //mController = GetComponent<CharacterController> ();

        mSAttackState = new SoldierAttackState (this);

        mSMoveState = new SoldierMoveState (this);

        mSDeadState = new SoldierDeadState (this);

        mAttackablePositions = new Vector3[8];

        mGameType = ObjectType.EOT_SOLDIER;
        Debug.Log ("Soldier::Awake() mGameType = " + mGameType);

        mDetectionRangeCollider = gameObject.transform.Find ("AttackRangeCollider").gameObject;
        mDetectionRangeCollider.GetComponent<SphereCollider> ().radius = mDetectionDistance;
        Debug.Log ("DetectionDistance = " + mDetectionDistance);
        mDetectionRange = mDetectionRangeCollider.GetComponent<SoldierDetectRange> ();
    }
    public virtual void Awake()
    {
        Debug.Log("Soldier's Position = " + gameObject.transform.position);
        /*
        if (mST == SoldierType.E_ZOMBUNNY) {
            mAnim = GetComponent<Animator>();
        }
        */

        mHPText = gameObject.transform.Find ("HealthText").gameObject.GetComponent<TextMesh> ();
        if (mHPText == null) {
            Debug.Log("mHPText == null");
        }
        mHPText.text = "HP: " + mSHP;

        mAnim = GetComponent<Animator>();

        mSeeker = GetComponent<Seeker> ();

        //mController = GetComponent<CharacterController> ();

        mSAttackState = new SoldierAttackState (this);

        mSMoveState = new SoldierMoveState (this);

        mSDeadState = new SoldierDeadState (this);

        mAttackablePositions = new Vector3[8];
    }
Example #9
0
    public virtual void Awake()
    {
        Utility.Log("Soldier's Position = " + gameObject.transform.position);

        mHPText = gameObject.transform.Find("HealthText").gameObject.GetComponent<TextMesh>();
        if (mHPText == null)
        {
            Utility.Log("mHPText == null");
        }
        mHPText.text = "HP: " + mSHP;

        mAnim = GetComponent<Animator>();

        mSeeker = GetComponent<Seeker>();

        mSAttackState = new SoldierAttackState(this);

        mSMoveState = new SoldierMoveState(this);

        mSDeadState = new SoldierDeadState(this);

        mAttackablePositions = new Vector3[8];

        mGameType = ObjectType.EOT_SOLDIER;
        Utility.Log("Soldier::Awake() mGameType = " + mGameType);

        mDetectionRangeCollider = gameObject.transform.Find("AttackRangeCollider").gameObject;
        mDetectionRangeCollider.GetComponent<SphereCollider>().radius = mDetectionDistance;
        Utility.Log("DetectionDistance = " + mDetectionDistance);
        mDetectionRange = mDetectionRangeCollider.GetComponent<SoldierDetectRange>();

        mAStarPath = null;

        mAStarPathIndexList = null;

        mFinalMovePosition = new Vector3();

        mShortestPathObject = null;

        mPathsInfo = new List<Pair<int, SearchAStar.PathInfo>>(5);

        mOriginalPathObject = null;

        mDir = new Vector3();

        mNewposition = new Vector3();
    }