Exemple #1
0
    // Use this for initialization
    void Start()
    {
        base.Character_Start();

        // Transitions out of retreating
        var foundCover = new Transition(State.Tactical_Resting, (manager, character) => {
            return(character.InSafeSpot());
        });
        var retreatingTransitions = new List <Transition>();

        retreatingTransitions.Add(foundCover);

        // Transitions out of resting
        var healthyAndFullAmmo = new Transition(State.Tactical_Moving, (manager, character) => {
            return(character.HasHighHealth() && character.HasAmmo());
        });
        var healthLow = new Transition(State.Tactical_Retreating, (manager, character) => {
            return(character.HasLowHealth());
        });
        var restingTransitions = new List <Transition>();

        restingTransitions.Add(healthyAndFullAmmo);
        restingTransitions.Add(healthLow);

        // Transitions out of moving
        var hasLineOfSight    = new Transition(State.Tactical_Aiming, Aim);
        var movingTransitions = new List <Transition>();

        movingTransitions.Add(hasLineOfSight);
        movingTransitions.Add(healthLow);

        // Transitions out of aiming
        var noLineOfSight = new Transition(State.Tactical_Moving, (manager, character) => {
            return(!character.CanSeeEnemy());
        });

        var aimingTransitions = new List <Transition>();

        aimingTransitions.Add(noLineOfSight);
        aimingTransitions.Add(healthLow);

        var transitions = new Dictionary <State, IEnumerable <Transition> >();

        transitions.Add(State.Tactical_Retreating, retreatingTransitions);
        transitions.Add(State.Tactical_Resting, restingTransitions);
        transitions.Add(State.Tactical_Moving, movingTransitions);
        transitions.Add(State.Tactical_Aiming, aimingTransitions);

        fsm = new TacticalStateMachine(State.Tactical_Resting, transitions);
        fsm.AddStateBehavior(State.Tactical_Retreating, new RetreatingStateBehavior());
        fsm.AddStateBehavior(State.Tactical_Resting, new RestingStateBehavior());
        fsm.AddStateBehavior(State.Tactical_Moving, new MovingState());
        fsm.AddStateBehavior(State.Tactical_Aiming, new AimingStateBehavior());

        previousDestination = transform.position;

        commander = GameManager.instance.commander;
    }
Exemple #2
0
 // Use this for initialization
 public void Start()
 {
     StrategicTeam = GameManager.instance.teams[0];
     Commander     = GameManager.instance.commander;
     foreach (var strategicTeamMember in StrategicTeam.members)
     {
         strategicTeamMember.strategicOrders = new StrategicCommand(
             GameManager.instance.commander.strategyFSM.CurrentState,
             GameManager.instance.commander.teamTarget);
     }
 }
Exemple #3
0
 /// <summary>
 /// Reset everything and start a new game
 /// </summary>
 public void Reset()
 {
     activeTeams = new List <Team>(teams);
     foreach (Team tm in teams)
     {
         tm.ClearAll();
         tm.Spawn(teamSize);
         tm.ConstructHierarchy();
     }
     gameState = GameState.Running;
     commander = new Commander_FSM();
     commander.Start();
     passingManager = new CommandPassingManager();
     passingManager.Start();
 }