IEnumerator Start() { var blockerState = new AIStates.BlockState( distanceThreadshold, target, enemyAgent); StartCoroutine(blockerState.Enter()); yield break; }
IEnumerator Start() { // Initialize states of the state machine var blockerState = new AIStates.BlockState( distanceThreadshold, null, agent); var wanderingState = new AIStates.WanderingState( agent.transform.position, wanderingDirectionChangePeriod, wanderingDistance, wanderingSpeed, agent); var nextLightState = new AIStates.NextLightState( this, agent, aIManager ); yield return(null); // Initial positions agent.destination = agent.transform.position; while (true) { var newState = state; try { var lastLight = nextLightState.light; // Evaluate conditions to change the behaviour { // If the enemy is close to the previous light and to the player then jump into blocker mode if (lastLight != null && PlayerAgent.instance.transform.position.NearlyEqual(lastLight.transform.position, blockingDistance) && PlayerAgent.instance.transform.position.NearlyEqual(transform.position, blockingDistance)) { newState = State.Blocker; } else { switch (state) { case State.Idle: { newState = State.Wandering; } break; case State.Wandering: { if (Time.time - lastStateChange > wanderingTime) { newState = State.SearchingNewLight; } } break; case State.Blocker: { if (!PlayerAgent.instance.transform.position.NearlyEqual(agent.transform.position, blockingDistance)) { newState = State.Wandering; } } break; case State.SearchingNewLight: { } break; } } } if (newState != state) { // Exit the previous state if (lastCoroutine != null) { Debug.Log("Stopping previous state " + state); StopCoroutine(lastCoroutine); switch (state) { case State.Wandering: wanderingState.Exit(); break; case State.Blocker: blockerState.Exit(); break; case State.SearchingNewLight: nextLightState.Exit(); break; } } Debug.Log("Starting new state state " + newState); // Enter the new state switch (newState) { case State.Wandering: { wanderingState.aroundPosition = agent.transform.position; lastCoroutine = StartCoroutine(wanderingState.Enter()); } break; case State.Blocker: { blockerState.target = lastLight.transform; lastCoroutine = StartCoroutine(blockerState.Enter()); } break; case State.SearchingNewLight: { lastCoroutine = StartCoroutine(nextLightState.Enter()); } break; } state = newState; lastStateChange = Time.time; } } catch (Exception e) { Debug.LogException(e); newState = State.Idle; } yield return(null); } }