public override BehaviourStatus OnBehave(BehaviourState state)
    {
        BehaviourContext enemyContext = (BehaviourContext)state;

        if (enemyContext.enemyInSight())
        {
            playerPosition = GameObject.FindGameObjectWithTag("Player").transform.position;
        }

        if ((!enemyContext.enemyInRange(0.5f) && !enemyContext.enemyTooClose()))
        {
            enemyContext.enemyWeaponController.isFiring = false;
            return(BehaviourStatus.FAILURE);
        }

        if ((!enemyContext.enemyTooClose() && enemyContext.enemyInSight()))
        {
            enemyContext.enemyWeaponController.isFiring = false;
            return(BehaviourStatus.SUCCESS);
        }

        /////////////////////////////////////////////////////////////
        if (closestNode == null)
        {
            closestNode = PathFinder.getRetreatNode(enemyContext.pathNodes, enemyContext.enemyPhysics.transform, playerPosition);
        }

        if (PathFinder.atDestination(enemyContext.enemy.transform, closestNode.transform.position))
        {
            closestNode = PathFinder.getRetreatNeighbor(closestNode, enemyContext.enemy.transform, playerPosition);
            if (closestNode == null)
            {
                closestNode = PathFinder.getRetreatNode(enemyContext.pathNodes, enemyContext.enemyPhysics.transform, playerPosition);
            }
        }

        enemyContext.enemyPhysics.enemyRotation(playerPosition);
        if (enemyContext.enemyAnimation.GetCurrentAnimatorStateInfo(0).IsName("idle") ||
            enemyContext.enemyAnimation.GetCurrentAnimatorStateInfo(0).IsName("attack"))
        {
            enemyContext.enemyAnimation.Play("walk");
        }
        enemyContext.enemyPhysics.enemyMovement(closestNode.transform.position, angle);

        if (!enemyContext.enemyWeaponController.isFiring)
        {
            enemyContext.enemyWeaponController.isFiring = true;
        }
        ////////////////////////////////////////////////////////////////

        return(BehaviourStatus.RUNNING);
    }
Exemple #2
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    //Leaf node that checks whether or not it is directly close to the player to back up.

    public override BehaviourStatus OnBehave(BehaviourState state)
    {
        BehaviourContext enemyContext = (BehaviourContext)state;

        if (enemyContext.enemyTooClose())
        {
            if (enemyContext.enemySight.enableDebug)
            {
                Debug.Log("Player Too Close, Backing UP");
            }

            enemyContext.startNode = null;
            return(BehaviourStatus.SUCCESS);
        }

        return(BehaviourStatus.FAILURE);
    }
Exemple #3
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    //Leaf node that checks whether or not it is directly close to the player for a ranged attack.

    public override BehaviourStatus OnBehave(BehaviourState state)
    {
        BehaviourContext enemyContext = (BehaviourContext)state;

        if (enemyContext.enemyInRange(0.0f) && !enemyContext.enemyTooClose())
        {
            if (enemyContext.enemySight.enableDebug)
            {
                Debug.Log("Player Can be Shot");
            }

            enemyContext.startNode = null;
            return(BehaviourStatus.SUCCESS);
        }

        return(BehaviourStatus.FAILURE);
    }
    public override BehaviourStatus OnBehave(BehaviourState state)
    {
        BehaviourContext enemyContext = (BehaviourContext)state;


        if (!enemyContext.enemyInRange(0.5f) || !enemyContext.enemyInSight() || enemyContext.enemyTooClose())
        {
            if (enemyContext.enemyAnimation.GetCurrentAnimatorStateInfo(0).IsName("attack"))
            {
                enemyContext.enemyAnimation.Play("idle");
            }
            enemyContext.enemyWeaponController.isFiring = false;
            return(BehaviourStatus.FAILURE);
        }

        if (GameObject.FindGameObjectWithTag("Player") != null)
        {
            playerPosition = GameObject.FindGameObjectWithTag("Player").transform.position;
        }
        else
        {
            enemyContext.enemyWeaponController.isFiring = false;
            return(BehaviourStatus.SUCCESS);
        }

        enemyContext.enemyPhysics.enemyRotation(playerPosition);
        if (enemyContext.enemyAnimation.GetCurrentAnimatorStateInfo(0).IsName("idle") ||
            enemyContext.enemyAnimation.GetCurrentAnimatorStateInfo(0).IsName("walk"))
        {
            enemyContext.enemyAnimation.Play("attack");
        }

        if (!enemyContext.enemyWeaponController.isFiring)
        {
            enemyContext.enemyWeaponController.isFiring = true;
        }

        return(BehaviourStatus.RUNNING);
    }