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]; }
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); }
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); }
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]; }
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(); }