Example #1
0
    void TrackClose()
    {
        if (obControl.player.isLight)
        {
            playerDirection = obControl.playerTarget.transform.position - transform.position;
            playerDistance  = Vector3.Distance(obControl.playerTarget.transform.position, transform.position);
            playerAngle     = Vector3.Angle(playerDirection, transform.forward);

            // Check if the gun still sees the player.  If not, change to SCAN
            if (playerAngle > detectionAngle)
            {
                enemyState = EnemyState.SCAN;
            }

            // Check is player is still within close tracking distance.  If not, change to TRACK_FAR
            if (playerDistance > closeTrackDistance)
            {
                enemyState = EnemyState.TRACK_FAR;
            }

            // Rotate gun to track player position
            steeringBasics.LookAtDirection(obControl.playerTarget.transform.position);
            CheckRotationBounds();

            // Check if player location is in front of gun and shoot
            if (steeringBasics.IsInFront(obControl.playerTarget.transform.position))
            {
                shootGun = true;
            }
        }
        else
        {
            enemyState = EnemyState.SCAN;
        }
    }
Example #2
0
    void StateResolution()
    {
        switch (enemyState)
        {
        case EnemyState.PATROL:
            //Debug.Log("State = Patrol");
            patrol.PatrolMovement();
            break;

        case EnemyState.PERSUE:
            //Debug.Log("State = Persue");
            accel = pursue.getSteering(playerRB);
            steeringBasics.steer(accel);
            steeringBasics.LookAtDirection();
            //pursue.getSteering(playerRB);
            CheckFire(player.transform.position);
            break;

        case EnemyState.EVADE:
            //Debug.Log("State = Evade");
            evade.GetSteering(playerRB);
            CheckFire(player.transform.position);
            break;

        case EnemyState.CLOSE:
            evade.GetCloseSteering(playerRB);
            break;
        }
    }
Example #3
0
    public void GetSteering(Rigidbody target)
    {
        // Calculate the distance to the target
        Vector3 displacement = target.position - transform.position;
        float   distance     = displacement.magnitude;

        // Get the targets's speed
        float speed = target.velocity.magnitude;

        // Calculate the prediction time
        float prediction;

        if (speed <= distance / maxPrediction)
        {
            prediction = maxPrediction;
        }
        else
        {
            prediction = distance / speed;
            //Place the predicted position a little before the target reaches the character
            prediction *= 0.9f;
        }

        // Set where the AI thinks the target will be and look at it
        Vector3 explicitTarget = target.position + target.velocity * prediction;

        if (distance < closingDistance)
        {
            steeringBasics.LookAtDirection(target.position);
        }
        else
        {
            steeringBasics.LookAtDirection(explicitTarget);
        }

        // Enemy evasive maneuvers
        SetStrafeDirection();
        Vector3 combinedMovement = back + (right * strafeDirection);

        transform.Translate(combinedMovement * maxAcceleration * Time.deltaTime);
    }
    void TrackClose()
    {
        playerDirection = obControl.playerTarget.transform.position - transform.position;
        playerDistance  = Vector3.Distance(obControl.playerTarget.transform.position, transform.position);
        playerAngle     = Vector3.Angle(playerDirection, transform.forward);

        // Check is player is still within close tracking distance.  If not, change to TRACK_FAR
        if (playerDistance > closeTrackDistance)
        {
            enemyState = EnemyState.TRACK_FAR;
        }

        // Rotate gun to track player position
        steeringBasics.LookAtDirection(obControl.playerTarget.transform.position);

        // Check if player location is in front of gun and shoot
        if (steeringBasics.IsInFront(obControl.playerTarget.transform.position))
        {
            ShootGun();
        }
    }