Exemple #1
0
    public virtual void AILogicHardcode()
    {
        switch (currentState)
        {
        case AI_STATE.IDLE_STATE:
            break;

        case AI_STATE.CHASE_STATE:
            attackDelay -= Time.deltaTime;
            chaseState.Update(Time.deltaTime);

            if (chaseState.target == null || !chaseState.target.GetComponent <BaseAI>().isAlive)
            {
                chaseState.target = AIData.Instance.GetNearestTarget(this.gameObject);
            }

            if (attackState.currArm == null)
            {
                attackState.Attack();
            }

            attackState.animator.speed = chaseState.movementSpeed;

            if (chaseState.target == null || attackState.currArm == null)
            {
                break;
            }

            if (chaseState.target.transform.position.x - chaseState.attachedObject.transform.position.x > 0.0f)
            {
                chaseState.attachedObject.transform.root.localEulerAngles = new Vector3(0, 180, 0);
            }
            else
            {
                chaseState.attachedObject.transform.root.localEulerAngles = new Vector3(0, 0, 0);
            }

            if (Vector2.Distance(this.transform.root.position, chaseState.target.transform.root.position) < 2.5f)
            {
                SetState(AI_STATE.ATTACK_STATE);

                // Start the attack
                {
                    attackState.Attack();
                    attackDelay = attackState.currArm.attackDelay;
                }
            }
            break;

        case AI_STATE.ATTACK_STATE:
            break;
        }
    }
Exemple #2
0
 public override void Attack()
 {
     base.Attack();
     currentState = new AttackState(details);
     currentState.Attack();
 }