Example #1
0
        public override void OnEnter()
        {
            var hasSighting = controller.LastSighting.HasSighting();

            if (hasSighting)
            {
                // Start moving to the last know sighting of the player
                controller.Agent.isStopped   = false;
                controller.Agent.destination = controller.LastSighting.Position;
            }
            else
            {
                // Should not happen
                // Move to the patrol state if it does
                var patrol = new AIStatePatrol(controller);
                stateMachine.MoveTo(patrol);
            }
        }
Example #2
0
        protected override void Initialize()
        {
            capsule      = GetComponent <CapsuleCollider>();
            patrol       = GetComponent <PatrolPath>();
            agent        = GetComponent <NavMeshAgent>();
            lastSighting = GetComponent <LastPlayerSighting>();

            State startState = null;

            if (hasPatrolling)
            {
                startState = new AIStatePatrol(this);
            }
            else
            {
                startState = new AIStateIdle(this);
            }

            stateMachine.MoveTo(startState);
        }
Example #3
0
        protected override void HandleFrameUpdate(float elapsedTime)
        {
            base.HandleFrameUpdate(elapsedTime);

            Collider playerCollider = null;

            if (IsWithinPlayerProximity(ref playerCollider, controller.playerProximityRadius))
            {
                // close to the player.  Move to the attack state
            }
            else
            {
                // Move to the player
                controller.Agent.destination = followTarget.position;
            }

            if (!IsPlayerVisible())
            {
                // Move to the last know position
                if (controller.LastSighting.HasSighting())
                {
                    var moveToLastKnown = new AIStateMoveToLastKnownPosition(controller);
                    stateMachine.MoveTo(moveToLastKnown);
                }
                else
                {
                    // We don't have a last know position. Resume patroling
                    var patrol = new AIStatePatrol(controller);
                    stateMachine.MoveTo(patrol);
                }
                return;
            }
            else
            {
                // Player is visible.  Update the last sighting
                controller.LastSighting.Position = followTarget.position;
            }
        }
Example #4
0
        protected override void HandleFrameUpdate(float elapsedTime)
        {
            base.HandleFrameUpdate(elapsedTime);

            // Check if the player is visible
            if (IsPlayerVisible())
            {
                // Start persuit of the player
                var persuit = new AIStatePersuit(controller);
                stateMachine.MoveTo(persuit);
            }

            timeSinceStart += elapsedTime;
            if (timeSinceStart >= controller.searchWaitTime)
            {
                // The player is not found and is lost. Clear the last sighting variable
                controller.LastSighting.ClearSighting();

                // Return back to the patrol state
                var patrol = new AIStatePatrol(controller);
                stateMachine.MoveTo(patrol);
            }
        }
		protected override void Initialize() {
			capsule = GetComponent<CapsuleCollider>();
			patrol = GetComponent<PatrolPath>();
			agent = GetComponent<DungeonNavAgent>();
			lastSighting = GetComponent<LastPlayerSighting>();

			State startState = null;
			if (hasPatrolling) {
				startState = new AIStatePatrol(this);
			} else {
				startState = new AIStateIdle(this);
			}

			stateMachine.MoveTo(startState);
		}
		protected override void HandleFrameUpdate (float elapsedTime)
		{
			base.HandleFrameUpdate(elapsedTime);

			Collider playerCollider = null;
			if (IsWithinPlayerProximity(ref playerCollider, controller.playerProximityRadius)) {
				// close to the player.  Move to the attack state
			} else {
				// Move to the player
				controller.Agent.Destination = followTarget.position;
			}

			if (!IsPlayerVisible()) {
				// Move to the last know position
				if (controller.LastSighting.HasSighting()) {
					var moveToLastKnown = new AIStateMoveToLastKnownPosition(controller);
					stateMachine.MoveTo(moveToLastKnown);
				} else {
					// We don't have a last know position. Resume patroling 
					var patrol = new AIStatePatrol(controller);
					stateMachine.MoveTo(patrol);
				}
				return;
			} else {
				// Player is visible.  Update the last sighting
				controller.LastSighting.Position = followTarget.position;
			}
		}
		protected override void HandleFrameUpdate (float elapsedTime)
		{
			base.HandleFrameUpdate(elapsedTime);
	        
			// Check if the player is visible
			if (IsPlayerVisible()) {
				// Start persuit of the player
				var persuit = new AIStatePersuit(controller);
				stateMachine.MoveTo (persuit);
			}

			timeSinceStart += elapsedTime;
			if (timeSinceStart >= controller.searchWaitTime) {
				// The player is not found and is lost. Clear the last sighting variable
				controller.LastSighting.ClearSighting();

				// Return back to the patrol state
				var patrol = new AIStatePatrol(controller);
				stateMachine.MoveTo(patrol);
			}
		}
		public override void OnEnter() {
			var hasSighting = controller.LastSighting.HasSighting();
			if (hasSighting) {
				// Start moving to the last know sighting of the player
				controller.Agent.Resume();
				controller.Agent.Destination = controller.LastSighting.Position;
			} 
			else {
				// Should not happen
				// Move to the patrol state if it does
				var patrol = new AIStatePatrol(controller);
				stateMachine.MoveTo(patrol);
	        }
		}