Example #1
0
        void FixedUpdate()
        {
            if (m_objectiveCheckTrigger)
            {
                float sqrDistanceToPlayer = (player.position - transform.position).sqrMagnitude;
                var   nearestBuilding     = ResourceManager.GetClosestActiveBuildingTo(transform.position);
                if (sqrDistanceToPlayer <= (lookRadius * lookRadius))
                {
                    if (m_state != EnemyState.AttackingPlayer)
                    {
                        QueueSound(1);
                    }
                    m_state = EnemyState.AttackingPlayer;


                    m_currentTarget = player.position;
                }
                else if (nearestBuilding != null && ((nearestBuilding.transform.position - transform.position).sqrMagnitude) <= (lookRadius * lookRadius))
                {
                    //print("Triggering Attacking Building");

                    distanceToBuilding = Vector3.Distance(transform.position, nearestBuilding.transform.position);
                    if (distanceToBuilding <= 10f)
                    {
                        //Explode();
                        TriggerFuse();
                    }
                    m_state = EnemyState.AttackingBuilding;
                    //m_currentTarget = nearestBuilding.transform.position;
                    if (m_agent.isOnNavMesh)
                    {
                        m_agent.SetDestination(new Vector3(nearestBuilding.transform.position.x,
                                                           0f,
                                                           nearestBuilding.transform.position.z));
                    }
                }
                else
                {
                    if (m_aggressive)
                    {
                        m_state         = EnemyState.MovingToLocation;
                        m_currentTarget = m_longTermTarget;
                        if (m_agent.isOnNavMesh)
                        {
                            m_agent.SetDestination(m_currentTarget);
                        }
                    }
                    else
                    {
                        m_state          = EnemyState.Idle;
                        m_longTermTarget = this.transform.position;
                        m_currentTarget  = m_longTermTarget;
                        if (m_agent.isOnNavMesh)
                        {
                            m_agent.SetDestination(m_currentTarget);
                        }
                        //print("Triggering idle");
                    }
                }


                m_objectiveCheckTrigger = false;
                StartCoroutine("m_objectiveCheck");
            }

            switch (m_state)
            {
            case EnemyState.AttackingPlayer:
                m_currentTarget = player.position;
                if (m_agent.isOnNavMesh)
                {
                    m_agent.SetDestination(m_currentTarget);
                }
                goingToPlayer = true;
                break;

            case EnemyState.AttackingBuilding:

                break;

            case EnemyState.Exploading:
                transform.Rotate(Vector3.up, 10.0f, Space.World);

                break;

            case EnemyState.MovingToLocation:
                if ((transform.position - m_longTermTarget).sqrMagnitude <= (stopDistance * stopDistance))
                {
                    m_aggressive = false;
                    StopCoroutine("m_objectiveCheck");
                    m_state = EnemyState.Idle;
                    m_objectiveCheckTrigger = true;
                }
                break;

            case EnemyState.Idle:
            default:
                goingToPlayer = false;
                break;
            }
        }