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); } }
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); }
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); } }
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); } }