//a function to change the enemy child state and make the appropriate changes to the enemy child cell
 public void ChangeState(ECState _state)
 {
     m_CurrentState.Exit();
     m_CurrentState = m_StatesDictionary[_state];
     m_CurrentEnum  = _state;
     m_CurrentState.Enter();
 }
 //a function to change the enemy child state and make the appropriate changes to the enemy child cell
 public void ChangeState(ECState _state)
 {
     m_CurrentState.Exit();
     m_CurrentState = m_StatesDictionary[_state];
     m_CurrentEnum = _state;
     m_CurrentState.Enter();
 }
    //Added this
    IEnumerator CheckState(float time)
    {
        while (true)
        {
            yield return(new WaitForSeconds(time));

            state = Vector3.Distance(transform.position, PlayerController.instance.transform.position) < playerRange ? ECState.InRange : ECState.NotInRange;
            if (state == ECState.NotInRange)
            {
                rb.velocity = Vector2.zero;
            }
        }
    }
Exemple #4
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            private static void _addCounterRules(ref string rule1, ref string rule2, ECState state, int algsCount, ECAction action)
            {
                string add = "(";

                add += Smv.EccStateVar + "=" + Smv.EccState(state.Name);
                add += " & ";
                add += Smv.EcActionsCounterVar + " = " + (action.Number);
                //(state.ActionsCount > 0 ? state.ActionsCount : 1);
                add   += " & ";
                add   += Smv.AlgStepsCounterVar + " {0} " + (algsCount > 0 ? algsCount : 1);
                add   += ") | ";
                rule1 += String.Format(add, "<");
                rule2 += String.Format(add, "=");
            }
    private void AutoAvoid()
    {
        Collider2D[] NearbyObjects  = Physics2D.OverlapCircleAll(gameObject.transform.position, 3 * GetComponent <SpriteRenderer>().bounds.size.x / 2, Constants.s_onlyEnemeyChildLayer);
        ECState      ECCurrentState = ECState.Idle;

        //Dispatch a message to all nearby enemy child cells that are idling to defend the main cell
        for (int i = 0; i < NearbyObjects.Length; i++)
        {
            ECCurrentState = NearbyObjects[i].GetComponent <EnemyChildFSM>().CurrentStateEnum;
            if (ECCurrentState == ECState.Idle || ECCurrentState == ECState.Defend)
            {
                MessageDispatcher.Instance.DispatchMessage(gameObject, NearbyObjects[i].gameObject, MessageType.Avoid, 0);
            }
        }
    }
    //
    void Start()
    {
        //Initialize the variables and data structure
        m_fRotationTarget   = Random.Range(0f, 360f);
        m_RandomRotateSpeed = new Vector3(0f, 0f, 0.85f);
        m_bRotateCW         = false;
        m_bRotateACW        = false;
        m_PMain             = GameObject.Find("Player_Cell");
        m_EMain             = GameObject.Find("Enemy_Cell");
        m_EMFSM             = m_EMain.GetComponent <EnemyMainFSM>();
        m_EMControl         = m_EMain.GetComponent <EMController>();
        m_Rigidbody2D       = GetComponent <Rigidbody2D>();
        m_ChildTransform    = transform;

        m_ChargeTarget     = null;
        m_StatesDictionary = new Dictionary <ECState, IECState>();

        m_AudioSource = GetComponent <AudioSource>();

        //Initialize the various states for the enemy child cell and added them into the dictionary
        m_StatesDictionary.Add(ECState.Idle, new ECIdleState(this.gameObject, this));
        m_StatesDictionary.Add(ECState.Defend, new ECDefendState(this.gameObject, this));
        m_StatesDictionary.Add(ECState.Avoid, new ECAvoidState(this.gameObject, this));
        m_StatesDictionary.Add(ECState.Attack, new ECAttackState(this.gameObject, this));
        m_StatesDictionary.Add(ECState.ChargeMain, new ECChargeMState(this.gameObject, this));
        m_StatesDictionary.Add(ECState.ChargeChild, new ECChargeCState(this.gameObject, this));
        m_StatesDictionary.Add(ECState.TrickAttack, new ECTrickAttackState(this.gameObject, this));
        m_StatesDictionary.Add(ECState.Landmine, new ECMineState(this.gameObject, this));
        m_StatesDictionary.Add(ECState.Dead, new ECDeadState(this.gameObject, this));

        //initialize the current state for the enemy child cell
        m_CurrentState   = m_StatesDictionary[ECState.Dead];
        m_CurrentEnum    = ECState.Dead;
        m_CurrentCommand = MessageType.Empty;
        CurrentState.Enter();
    }
Exemple #7
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 public void PutState(ECState state)
 {
     EcStates.Add(state);
 }
    //
    void Start()
    {
        //Initialize the variables and data structure
        m_fRotationTarget = Random.Range(0f,360f);
        m_RandomRotateSpeed = new Vector3(0f,0f,0.85f);
        m_bRotateCW = false;
        m_bRotateACW = false;
        m_PMain = GameObject.Find("Player_Cell");
        m_EMain = GameObject.Find("Enemy_Cell");
        m_EMFSM = m_EMain.GetComponent<EnemyMainFSM>();
        m_EMControl = m_EMain.GetComponent<EMController>();
        m_Rigidbody2D = GetComponent<Rigidbody2D>();
        m_ChildTransform = transform;

        m_ChargeTarget = null;
        m_StatesDictionary = new Dictionary<ECState,IECState>();

        m_AudioSource = GetComponent<AudioSource>();

        //Initialize the various states for the enemy child cell and added them into the dictionary
        m_StatesDictionary.Add(ECState.Idle, new ECIdleState(this.gameObject,this));
        m_StatesDictionary.Add(ECState.Defend, new ECDefendState(this.gameObject,this));
        m_StatesDictionary.Add(ECState.Avoid, new ECAvoidState(this.gameObject,this));
        m_StatesDictionary.Add(ECState.Attack, new ECAttackState(this.gameObject,this));
        m_StatesDictionary.Add(ECState.ChargeMain, new ECChargeMState(this.gameObject,this));
        m_StatesDictionary.Add(ECState.ChargeChild, new ECChargeCState(this.gameObject,this));
        m_StatesDictionary.Add(ECState.TrickAttack, new ECTrickAttackState(this.gameObject,this));
        m_StatesDictionary.Add(ECState.Landmine, new ECMineState(this.gameObject,this));
        m_StatesDictionary.Add(ECState.Dead, new ECDeadState(this.gameObject,this));

        //initialize the current state for the enemy child cell
        m_CurrentState = m_StatesDictionary[ECState.Dead];
        m_CurrentEnum = ECState.Dead;
        m_CurrentCommand = MessageType.Empty;
        CurrentState.Enter();
    }
Exemple #9
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 public void PutState(ECState state)
 {
     EcStates.Add(state);
 }
Exemple #10
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 private static void _addCounterRules(ref string rule1, ref string rule2, ECState state, int algsCount, ECAction action)
 {
     string add = "(";
     add += Smv.EccStateVar + "=" + Smv.EccState(state.Name);
     add += " & ";
     add += Smv.EcActionsCounterVar + " = " + (action.Number);
     //(state.ActionsCount > 0 ? state.ActionsCount : 1);
     add += " & ";
     add += Smv.AlgStepsCounterVar + " {0} " + (algsCount > 0 ? algsCount : 1);
     add += ") | ";
     rule1 += String.Format(add, "<");
     rule2 += String.Format(add, "=");
 }
Exemple #11
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            private async void RunDevServer(ushort port)
            {
                try
                {
                    var client = await GetCLIClient();

                    var call = client.RunDevServer();
                    var req  = new Trail.Cli.Service.Cli.V1.RunDevServerReq
                    {
                        Start = new Trail.Cli.Service.Cli.V1.RunDevServerReq.Types.Start
                        {
                            ProjectPath = "",
                            Port        = port,
                            RoomId      = cliData.RoomId,
                        },
                    };

                    await call.RequestStream.WriteAsync(req);

                    var completed = false;

                    var responseReaderTask = Task.Run(async() =>
                    {
                        try
                        {
                            while (await call.ResponseStream.MoveNext(cancellationTokenSource.Token))
                            {
                                if (call.ResponseStream.Current.Error != null)
                                {
                                    errorMessage = call.ResponseStream.Current.Error.Message;
                                    RunCallback(false, this);
                                }
                                else if (call.ResponseStream.Current.Started != null)
                                {
                                    State = ECState.Waiting;
                                }
                                else if (call.ResponseStream.Current.PlayerConnected != null && State != ECState.Disconnected)
                                {
                                    State = ECState.Running;
                                }
                                else if (call.ResponseStream.Current.PlayerDisconnected != null)
                                {
                                    State = ECState.Disconnected;
                                }
                            }
                        }
                        catch (Exception exception)
                        {
                            // For some reason MoveNext throws an exception when the server closes
                            // the channel
                            if (completed && exception is Grpc.Core.RpcException)
                            {
                                var rpcException = (Grpc.Core.RpcException)exception;
                                if (rpcException.StatusCode == Grpc.Core.StatusCode.Unavailable)
                                {
                                    State        = ECState.Disconnected;
                                    errorMessage = rpcException.Message;
                                    RunCallback(false, this);
                                    return;
                                }
                            }
                            throw exception;
                        }
                    });

                    await responseReaderTask;
                    await call.RequestStream.CompleteAsync();

                    completed = true;
                    State     = ECState.Disconnected;
                    RunCallback(true, this);
                }
                catch (System.Exception e)
                {
                    State        = ECState.Disconnected;
                    errorMessage = e.Message;
                    RunCallback(false, this);
                }
            }
Exemple #12
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 public RunDevServerRequest(ushort port) : base()
 {
     State = ECState.Loading;
     RunDevServer(port);
 }