public void UpdateState()
    {
        //TODO: cancel actions in progress



        //The box is far, Barion is approaching
        if (moving_to_box == true)
        {
            if (Vector3.Distance(barion.transform.position, box.transform.position) <= barion.agent.stoppingDistance)
            {
                barion.StopMovement();
                PickUpBox();
            }
            else
            {
                barion.agent.SetDestination(box.transform.position); //Constantly follow the box
            }
        }

        //Is carrying the box, now move with it.
        if (carrying_box == true)
        {
            //Get new destination
            if (barion.is_selected)
            {
                if (barion.GetMovement(ref destination))
                {
                    barion.agent.SetDestination(destination);
                }
            }

            //Update box position
            Vector3 pos = barion.transform.position;
            box.transform.position = new Vector3(pos.x, box_height, pos.z);

            if (drop_box == true)
            {
                DropBox();
            }
        }
    }
    public void UpdateState()
    {
        //TODO: cancel actions in progress



        //The corpse is far, Barion is approaching
        if (moving_to_corpse == true)
        {
            if (Vector3.Distance(barion.transform.position, corpse.transform.position) <= barion.agent.stoppingDistance)
            {
                barion.StopMovement();
                PickUpCorpse();
            }
            else
            {
                barion.agent.SetDestination(corpse.transform.position); //Constantly follow the corpse //TODO: Double check why I do this. The box isn't going anywhere, why set the destination every update?
            }
        }

        //Is carrying the corpse, now move with it.
        if (carrying_corpse == true)
        {
            //Get new destination
            if (barion.is_selected)
            {
                if (barion.GetMovement(ref destination))
                {
                    barion.agent.SetDestination(destination);
                }
            }

            //Update corpse position
            Vector3 pos = barion.transform.position;
            corpse.transform.position = new Vector3(pos.x, corpse_height, pos.z);

            if (drop_corpse == true)
            {
                DropCorpse();
            }
        }
    }
Exemple #3
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    public void UpdateState()
    {
        //If it's not selected no action is performed
        if (barion.is_selected == false)
        {
            return;
        }
        //Can transition to walking
        if (barion.GetMovement(ref destination))
        {
            ToWalkingState();
        }

        //Can transition to moving box
        if (barion.target_box != null)
        {
            ToMoveBoxState();
        }

        if (barion.target_corpse != null)
        {
            ToCarryCorpseState();
        }

        //Invisible sphere ability (ability1)
        if (Input.GetAxis("Ability1") != 0 && barion.cooldown_inst.AbilityIsReady(1))
        {
            ToInvisibleSphereState();
            return;
        }

        //Invisible sphere ability (ability1)
        if (Input.GetAxis("Ability2") != 0 && barion.cooldown_inst.AbilityIsReady(2))
        {
            ToShieldState();
            return;
        }
    }
Exemple #4
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    public void UpdateState()
    {
        //Check arrive at box
        if (hiding == false)
        {
            if (barion.DstArrived())
            {
                Hide();
            }
        }
        else
        {                                                                                                                             //Actually hiding
            barion.transform.position = new Vector3(box.transform.position.x, barion.transform.position.y, box.transform.position.z); //Update position with box

            if (barion.is_selected)
            {
                if (barion.GetMovement(ref destination)) //Get movement input
                {
                    GetOut();                            //Get out the box
                }
            }
        }
    }
    public void UpdateState()
    {
        //Check arrive destination
        if (barion.DstArrived())
        {
            ToIdleState();
        }

        //Actions performed when Barion is selected
        if (barion.is_selected)
        {
            //Check new input movement
            if (barion.GetMovement(ref destination))
            {
                ToWalkingState();
            }

            //Can transition to moving box
            if (barion.target_box != null)
            {
                ToMoveBoxState();
            }

            if (Input.GetAxis("Ability1") != 0 && barion.cooldown_inst.AbilityIsReady(1))
            {
                ToInvisibleSphereState();
                return;
            }

            //Invisible sphere ability (ability1)
            if (Input.GetAxis("Ability2") != 0 && barion.cooldown_inst.AbilityIsReady(2))
            {
                ToShieldState();
                return;
            }
        }
    }