Example #1
0
 private void OnSeen(VisionTarget target)
 {
     if (exclama_prefab)
     {
         Instantiate(exclama_prefab, transform);
     }
 }
Example #2
0
        void Update()
        {
            state_timer += Time.deltaTime;

            DetectVisionTarget();
            DetectTouchVisionTarget();

            if (state == EnemyLOSState.Alert)
            {
                if (seen_character == null || !seen_character.CanBeSeen())
                {
                    seen_character = null;
                    ChangeState(EnemyLOSState.Patrol);
                    return;
                }

                Vector3 targ = seen_character.transform.position;
                enemy.FaceToward(targ);

                if (state_timer > detect_time)
                {
                    if (enemy_follow && seen_character.CanBeSeen())
                    {
                        ChangeState(EnemyLOSState.Chase);
                        enemy_follow.target = seen_character.gameObject;

                        if (onDetectTarget != null)
                        {
                            onDetectTarget.Invoke(seen_character);
                        }
                    }
                    else
                    {
                        ChangeState(EnemyLOSState.Patrol);
                    }
                }
            }

            if (state == EnemyLOSState.Chase)
            {
                if (seen_character == null)
                {
                    ChangeState(EnemyLOSState.Patrol);
                    return;
                }

                if (state_timer > follow_time)
                {
                    if (!seen_character.CanBeSeen() || !CanSeeObject(seen_character.gameObject))
                    {
                        ChangeState(EnemyLOSState.Patrol);
                    }
                }
            }
        }
Example #3
0
        public void ChangeState(EnemyLOSState state)
        {
            this.state  = state;
            state_timer = 0f;

            if (state == EnemyLOSState.Patrol)
            {
                seen_character = null;
            }

            if (enemy_patrol)
            {
                enemy_patrol.enabled = (state == EnemyLOSState.Patrol);
            }
            if (enemy_follow)
            {
                enemy_follow.enabled = (state == EnemyLOSState.Chase);
            }
        }
Example #4
0
        public void DetectTouchVisionTarget()
        {
            //Detect character touch
            foreach (VisionTarget character in VisionTarget.GetAll())
            {
                if (character == seen_character)
                {
                    continue;
                }

                if (CanTouchObject(character.gameObject))
                {
                    seen_character = character;
                    ChangeState(EnemyLOSState.Alert);

                    if (onSeeTarget != null)
                    {
                        onSeeTarget.Invoke(seen_character);
                    }
                }
            }
        }