public EMAggressiveAttackState (EnemyMainFSM EMFSM) { m_EMFSM = EMFSM; transition = m_EMFSM.emTransition; controller = m_EMFSM.emController; helper = m_EMFSM.emHelper; }
public override void Execute () { transition = m_EMFSM.emTransition; controller = m_EMFSM.emController; helper = m_EMFSM.emHelper; #region Attack only when there are more enemy mini cells than player's if (m_EMFSM.AvailableChildNum > PlayerChildFSM.GetActiveChildCount () && helper.CanAddAttack) { float nEnemyChildFactor = (float)m_EMFSM.AvailableChildNum / 10f + 1f; float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount () / 10f + 1f; if (m_EMFSM.AvailableChildNum > 0 && m_EMFSM.AvailableChildNum <= 15) { for (int nAmount = 0; nAmount < Random.Range (1, 2 + (int)Mathf.Sqrt(nEnemyChildFactor)); nAmount++) { int nIndex = Random.Range (0, m_EMFSM.ECList.Count); if (m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Idle || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Defend || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Avoid) { MessageDispatcher.Instance.DispatchMessage(m_EMFSM.gameObject,m_EMFSM.ECList[nIndex].gameObject,MessageType.Attack,0.0); } } } else if (m_EMFSM.AvailableChildNum > 15 && m_EMFSM.AvailableChildNum <= 30) { for (int nAmount = 0; nAmount < Random.Range (2, 4 + (int)Mathf.Sqrt(nEnemyChildFactor)); nAmount++) { int nIndex = Random.Range (0, m_EMFSM.ECList.Count); if (m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Idle || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Defend || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Avoid) { MessageDispatcher.Instance.DispatchMessage(m_EMFSM.gameObject,m_EMFSM.ECList[nIndex].gameObject,MessageType.Attack,0.0); } } } else if (m_EMFSM.AvailableChildNum > 30) { for (int nAmount = 0; nAmount < Random.Range (4, 6 + (int)Mathf.Sqrt(nEnemyChildFactor)); nAmount++) { int nIndex = Random.Range (0, m_EMFSM.ECList.Count); if (m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Idle || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Defend || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Avoid) { MessageDispatcher.Instance.DispatchMessage(m_EMFSM.gameObject,m_EMFSM.ECList[nIndex].gameObject,MessageType.Attack,0.0); } } } // Pause commanding enemy mini cells to Attack state float fPauseTime = 1.5f / EMDifficulty.Instance().CurrentDiff; if (fPauseTime > 0f) helper.StartPauseAddAttack (fPauseTime); } #endregion #region Transition if (transition.CanTransit && controller.NutrientNum > 0) m_EMFSM.ChangeState (EMState.Production); else if (transition.CanTransit && controller.NutrientNum == 0) m_EMFSM.ChangeState (EMState.Maintain); #endregion }
public override void Exit() { transition = m_EMFSM.emTransition; // Reset transition availability transition.CanTransit = true; }
public override void Enter() { transition = m_EMFSM.emTransition; helper = m_EMFSM.emHelper; // Turn blink animation on EMAnimation.Instance().CanBlink = true; // Reset availability to command mini cell to Landmine state if (!helper.CanAddLandmine) { helper.CanAddLandmine = true; } // Enable expand animation if (!EMAnimation.Instance().IsExpanding) { EMAnimation.Instance().IsExpanding = true; } // Reset transition availability transition.CanTransit = true; // Pause the transition for randomized time float fPauseTime = Random.Range((m_EMFSM.CurrentAggressiveness / 1.5f) / EMDifficulty.Instance().CurrentDiff, (m_EMFSM.CurrentAggressiveness) / EMDifficulty.Instance().CurrentDiff); helper.StartPauseTransition(fPauseTime); }
public override void Enter() { transition = m_EMFSM.emTransition; // Reset transition availability transition.CanTransit = false; }
public EMAggressiveAttackState(EnemyMainFSM EMFSM) { m_EMFSM = EMFSM; transition = m_EMFSM.emTransition; controller = m_EMFSM.emController; helper = m_EMFSM.emHelper; }
public override void Exit() { Debug.Log("Exit EMStunnedState"); transition = m_EMFSM.emTransition; // Reset transition availability transition.CanTransit = true; }
public override void Enter() { transition = m_EMFSM.emTransition; // Reset transition availability transition.CanTransit = false; AudioManager.PlayEMSoundEffect(EnemyMainSFX.MainDeath); }
public override void Exit() { Debug.Log ("Exit EMStunnedState"); transition = m_EMFSM.emTransition; // Reset transition availability transition.CanTransit = true; }
public override void Enter() { Debug.Log ("Enter EMStunnedState"); transition = m_EMFSM.emTransition; // Reset transition availability transition.CanTransit = false; AudioManager.PlayEMSoundEffect(EnemyMainSFX.Stunned); }
protected void InitializeSceneReferences() { GameObject[] managers = GameObject.FindGameObjectsWithTag("GameManager"); GameObject transition = managers.FirstOrDefault((i) => { return i.name == "Transitions"; }); Transform inTransition = transition.transform.FindChild("In"); Transform outTransition = transition.transform.FindChild("Out"); m_TransitionInEffect = inTransition.GetComponent<EMTransition>(); m_TransitionOutEffect = outTransition.GetComponent<EMTransition>(); m_TransitionInEffect.onTransitionComplete.AddListener(() => { OnTransitionInEffectComplete(); }); m_TransitionOutEffect.onTransitionComplete.AddListener(() => { OnTransitionOutEffectComplete(); }); }
public override void Enter() { Debug.Log("Enter EMStunnedState"); transition = m_EMFSM.emTransition; // Reset transition availability transition.CanTransit = false; AudioManager.PlayEMSoundEffect(EnemyMainSFX.Stunned); }
IEnumerator EnemyMainAggressiveAttackWaiting() { yield return(new WaitForSeconds(2f)); Tutorial.Instance().tutorialState = TutorialState.EnemyMainAggressiveAttackWaiting; StartCoroutine(EMTransition.Instance().TransitionAvailability(6f)); EnemyMainFSM.Instance().ChangeState(EMState.AggressiveAttack); Time.timeScale = 0.75f; yield return(new WaitForSeconds(4f)); Tutorial.Instance().tutorialState = TutorialState.EnemyMainAggressiveAttackCompleted; }
public override void Enter() { // Reset transition availability EMTransition.Instance().CanTransit = true; // Reset spawn availability // Pause the transition for randomized time based on num of available nutrient float fPauseTime = Random.Range(Mathf.Sqrt(Mathf.Sqrt(EMController.Instance().NutrientNum + 1f) * 2f) / EMDifficulty.Instance().CurrentDiff, Mathf.Sqrt(Mathf.Sqrt(EMController.Instance().NutrientNum + 1f) * 10f) / EMDifficulty.Instance().CurrentDiff); helper.StartPauseTransition(fPauseTime); }
protected void InitializeSceneReferences() { GameObject[] managers = GameObject.FindGameObjectsWithTag("GameManager"); GameObject transition = managers.FirstOrDefault((i) => { return(i.name == "Transitions"); }); Transform inTransition = transition.transform.FindChild("In"); Transform outTransition = transition.transform.FindChild("Out"); m_TransitionInEffect = inTransition.GetComponent <EMTransition>(); m_TransitionOutEffect = outTransition.GetComponent <EMTransition>(); m_TransitionInEffect.onTransitionComplete.AddListener(() => { OnTransitionInEffectComplete(); }); m_TransitionOutEffect.onTransitionComplete.AddListener(() => { OnTransitionOutEffectComplete(); }); }
void Start() { if (instance == null) { instance = this; } m_EMFSM = GetComponent <EnemyMainFSM> (); controller = GetComponent <EMController> (); bCanTransit = true; }
public override void Execute() { transition = m_EMFSM.emTransition; controller = m_EMFSM.emController; helper = m_EMFSM.emHelper; // If the enemy main cell is not stunned any more, transit to Production State if (!controller.Stunned) { m_EMFSM.ChangeState(EMState.Production); } }
public override void Execute() { transition = m_EMFSM.emTransition; controller = m_EMFSM.emController; helper = m_EMFSM.emHelper; // If the enemy main cell is not stunned any more, transit to Production State if (!controller.Stunned) { m_EMFSM.ChangeState (EMState.Production); } }
public override void Enter() { transition = m_EMFSM.emTransition; helper = m_EMFSM.emHelper; transition = m_EMFSM.emTransition; // Reset transition availability transition.CanTransit = true; // Pause the transition for randomized time based on num of available child cells float fPauseTime = Random.Range (Mathf.Sqrt(Mathf.Sqrt(EnemyMainFSM.Instance().AvailableChildNum) * 10f) / EMDifficulty.Instance().CurrentDiff, Mathf.Sqrt(Mathf.Sqrt(EnemyMainFSM.Instance().AvailableChildNum) * 50f) / EMDifficulty.Instance().CurrentDiff); helper.StartPauseTransition (fPauseTime); }
private void Start() { transitionComponent = GetComponent <EMTransition>(); image = GetComponent <RawImage>(); image.raycastTarget = false; //イベント貫通 transitionComponent.flipAfterAnimation = true; transitionComponent.onTransitionStart.AddListener(() => onTransactionStartInternal.OnNext(Unit.Default)); transitionComponent.onTransitionComplete.AddListener(() => onTransactionFinishedInternal.OnNext(Unit.Default)); //生成時に発行する(デバッグ用) onAllSceneLoaded.OnNext(Unit.Default); }
IEnumerator EnemyMainLandmineWaiting() { yield return(new WaitForSeconds(2f)); Tutorial.Instance().tutorialState = TutorialState.EnemyMainLandmineWaiting; StartCoroutine(EMTransition.Instance().TransitionAvailability(6f)); EnemyMainFSM.Instance().ChangeState(EMState.Landmine); Time.timeScale = 0.75f; yield return(new WaitForSeconds(4f)); Tutorial.Instance().tutorialState = TutorialState.EnemyMainLandmineCompleted; StartCoroutine(Ending()); }
public override void Enter() { transition = m_EMFSM.emTransition; helper = m_EMFSM.emHelper; transition = m_EMFSM.emTransition; // Reset transition availability transition.CanTransit = true; // Pause the transition for randomized time based on num of available child cells float fPauseTime = Random.Range(Mathf.Sqrt(Mathf.Sqrt(EnemyMainFSM.Instance().AvailableChildNum) * 10f) / EMDifficulty.Instance().CurrentDiff, Mathf.Sqrt(Mathf.Sqrt(EnemyMainFSM.Instance().AvailableChildNum) * 50f) / EMDifficulty.Instance().CurrentDiff); helper.StartPauseTransition(fPauseTime); }
IEnumerator EnemyMainProductionWaiting() { yield return(new WaitForSeconds(3f)); Tutorial.Instance().tutorialState = TutorialState.EnemyMainProductionWaiting; // Prohibit other transitions in the next 6 seconds StartCoroutine(EMTransition.Instance().TransitionAvailability(6f)); // Transition to Production state for demonstration EnemyMainFSM.Instance().ChangeState(EMState.Production); Time.timeScale = 0.75f; yield return(new WaitForSeconds(4f)); Tutorial.Instance().tutorialState = TutorialState.EnemyMainProductionCompleted; }
public override void Exit() { transition = m_EMFSM.emTransition; // Reset animation status if (EMAnimation.Instance().CanBlink) { EMAnimation.Instance().CanBlink = false; } // Reset availability to command mini cell to Landmine state if (!helper.CanAddLandmine) { helper.CanAddLandmine = true; } // Reset transition availability transition.CanTransit = true; }
public override void Enter () { transition = m_EMFSM.emTransition; helper = m_EMFSM.emHelper; // Turn blink animation on EMAnimation.Instance ().CanBlink = true; // Reset availability to command mini cell to Attack state if (!helper.CanAddAttack) helper.CanAddAttack = true; // Reset transition availability transition.CanTransit = true; // Pause the transition for randomized time float fPauseTime = Random.Range (Mathf.Sqrt (m_EMFSM.CurrentAggressiveness) * 2.5f/ EMDifficulty.Instance().CurrentDiff, Mathf.Sqrt (m_EMFSM.CurrentAggressiveness) * 3f / EMDifficulty.Instance().CurrentDiff); helper.StartPauseTransition (fPauseTime); }
public override void Exit() { transition = m_EMFSM.emTransition; controller = m_EMFSM.emController; helper = m_EMFSM.emHelper; // Reset animation status if (EMAnimation.Instance().CanBlink) { EMAnimation.Instance().CanBlink = false; } // Reset availability to command mini cell to Defend state if (!helper.CanAddDefend) { helper.CanAddDefend = true; } // Set status to not defending controller.bIsDefend = false; // Reset transition availability transition.CanTransit = true; }
public override void Enter() { transition = m_EMFSM.emTransition; helper = m_EMFSM.emHelper; // Turn blink animation on EMAnimation.Instance().CanBlink = true; // Reset availability to command mini cell to Attack state if (!helper.CanAddAttack) { helper.CanAddAttack = true; } // Reset transition availability transition.CanTransit = true; // Pause the transition for randomized time float fPauseTime = Random.Range(Mathf.Sqrt(m_EMFSM.CurrentAggressiveness) * 1.5f / EMDifficulty.Instance().CurrentDiff, Mathf.Sqrt(m_EMFSM.CurrentAggressiveness) * 2.5f / EMDifficulty.Instance().CurrentDiff); helper.StartPauseTransition(fPauseTime); }
public override void Enter() { transition = m_EMFSM.emTransition; helper = m_EMFSM.emHelper; // Turn blink animation on EMAnimation.Instance ().CanBlink = true; // Reset availability to command mini cell to Landmine state if (!helper.CanAddLandmine) helper.CanAddLandmine = true; // Enable expand animation if (!EMAnimation.Instance ().IsExpanding) EMAnimation.Instance ().IsExpanding = true; // Reset transition availability transition.CanTransit = true; // Pause the transition for randomized time float fPauseTime = Random.Range ((m_EMFSM.CurrentAggressiveness / 1.5f) / EMDifficulty.Instance().CurrentDiff, (m_EMFSM.CurrentAggressiveness) / EMDifficulty.Instance().CurrentDiff); helper.StartPauseTransition (fPauseTime); }
public override void Enter() { transition = m_EMFSM.emTransition; controller = m_EMFSM.emController; helper = m_EMFSM.emHelper; // Turn blink animation on EMAnimation.Instance().CanBlink = true; // Reset availability to command mini cell to Defend state if (!helper.CanAddDefend) { helper.CanAddDefend = true; } // Set status to defending controller.bIsDefend = true; // Reset transition availability transition.CanTransit = true; // Pause the transition for randomized time float fPauseTime = Random.Range(Mathf.Sqrt(Mathf.Sqrt((float)PlayerChildFSM.GetActiveChildCount() + 4f)) * 2f, Mathf.Sqrt((float)PlayerChildFSM.GetActiveChildCount() + 4f) * 2f); helper.StartPauseTransition(fPauseTime); }
void Start() { if (instance == null) instance = this; m_EMFSM = GetComponent<EnemyMainFSM> (); controller = GetComponent<EMController> (); bCanTransit = true; }
public override void Exit () { transition = m_EMFSM.emTransition; helper = m_EMFSM.emHelper; // Reset animation status if (EMAnimation.Instance ().CanBlink) EMAnimation.Instance ().CanBlink = false; // Reset availability to command mini cell to Attack state if (!helper.CanAddAttack) helper.CanAddAttack = true; // Reset transition availability transition.CanTransit = true; }
void OnEnable() { _target = (EMTransition)target; _target.Resize(); }
void OnEnable() { _target = (EMTransition)target; }
public override void Execute() { transition = m_EMFSM.emTransition; controller = m_EMFSM.emController; helper = m_EMFSM.emHelper; // Start checking transition only when there are more than 10 available enemy mini cells and transition is allowed if (m_EMFSM.AvailableChildNum > 10 && transition.CanTransit) { // If there are more than 10 and less than 25 available enemy mini cells if (m_EMFSM.AvailableChildNum > 0 && m_EMFSM.AvailableChildNum <= 15) { float nEnemyChildFactor = (float)m_EMFSM.AvailableChildNum / 10f + 1f; float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount () / 10f + 1f; // Transition to Defend if (EMHelper.Instance().MinToMaxYRatio > 0.5f) { transition.Transition (1000f / (nPlayerChildFactor * 10f + EMLeraningAgent.Instance().RealScore(EMState.Defend)) * (1f + EMHelper.Instance().MinToMaxYRatio), EMState.Defend); } // Transition to EMAggressiveAttack if (nEnemyChildFactor > nPlayerChildFactor * 1.5f) { transition.Transition (1000f / (helper.Pow (nEnemyChildFactor*1f / nPlayerChildFactor, 2f) * 3f + m_EMFSM.CurrentAggressiveness * 3.5f + EMLeraningAgent.Instance().RealScore(EMState.AggressiveAttack)), EMState.AggressiveAttack); } // Transition to EMCautiousAttack if (nEnemyChildFactor > nPlayerChildFactor) { transition.Transition (1000f / (helper.Pow (nEnemyChildFactor*1.5f / nPlayerChildFactor, 2f) * 5f + m_EMFSM.CurrentAggressiveness * 2f + EMLeraningAgent.Instance().RealScore(EMState.CautiousAttack)), EMState.CautiousAttack); } // Transition to Landmine if (nPlayerChildFactor > 1.5f) { EMTransition.Instance().Transition (1000f / ((helper.Pow (nPlayerChildFactor, 2f) / helper.Sqrt (nPlayerChildFactor) * 1f) + m_EMFSM.CurrentAggressiveness * 2f + EMLeraningAgent.Instance().RealScore(EMState.Landmine)), EMState.Landmine); } // Transition to Production if (controller.NutrientNum > 0) { transition.Transition (1000f / (helper.Pow (Mathf.Sqrt(controller.NutrientNum), 2f) + EMLeraningAgent.Instance().RealScore(EMState.Production)), EMState.Production); } } else if (m_EMFSM.AvailableChildNum > 15 && m_EMFSM.AvailableChildNum <= 30) { float nEnemyChildFactor = (float)m_EMFSM.AvailableChildNum / 10f + 1f; float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount () / 10f + 1f; // Transition to Defend if (EMHelper.Instance().MinToMaxYRatio > 0.5f) { transition.Transition (1000f / (nPlayerChildFactor * 10f + EMLeraningAgent.Instance().RealScore(EMState.Defend)) * (1f + EMHelper.Instance().MinToMaxYRatio), EMState.Defend); } // Transition to EMAggressiveAttack if (nEnemyChildFactor > nPlayerChildFactor * 1.5f) { transition.Transition (1000f / ((helper.Pow (nEnemyChildFactor*1.5f / nPlayerChildFactor, 2f) * 3f + m_EMFSM.CurrentAggressiveness * 3.75f) + EMLeraningAgent.Instance().RealScore(EMState.AggressiveAttack)), EMState.AggressiveAttack); } // Transition to EMCautiousAttack if (nEnemyChildFactor > nPlayerChildFactor) { transition.Transition (1000f / ((helper.Pow (nEnemyChildFactor*2f / nPlayerChildFactor, 2f) * 5f + m_EMFSM.CurrentAggressiveness * 2.25f) + EMLeraningAgent.Instance().RealScore(EMState.CautiousAttack)), EMState.CautiousAttack); } // Transition to Landmine if (nPlayerChildFactor > 1f) { EMTransition.Instance().Transition (1000f / ((helper.Pow (nPlayerChildFactor, 2f) / helper.Sqrt (nPlayerChildFactor) * 1f) + m_EMFSM.CurrentAggressiveness * 2f + EMLeraningAgent.Instance().RealScore(EMState.Landmine)), EMState.Landmine); } // Transition to Production if (controller.NutrientNum > 0) { transition.Transition (1000f / (helper.Pow (Mathf.Sqrt(controller.NutrientNum), 2f) + EMLeraningAgent.Instance().RealScore(EMState.Production)), EMState.Production); } } else if (m_EMFSM.AvailableChildNum > 30) { float nEnemyChildFactor = (float)m_EMFSM.AvailableChildNum / 10f + 1f; float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount () / 10f + 1f; // Transition to EMAggressiveAttack if (nEnemyChildFactor > nPlayerChildFactor * 1.5f) { transition.Transition (1000f / ((helper.Pow (nEnemyChildFactor*1.75f / nPlayerChildFactor, 2f) * 5f + m_EMFSM.CurrentAggressiveness * 4f) + EMLeraningAgent.Instance().RealScore(EMState.AggressiveAttack)), EMState.AggressiveAttack); } // Transition to EMCautiousAttack if (nEnemyChildFactor > nPlayerChildFactor) { transition.Transition (1000f / ((helper.Pow (nEnemyChildFactor*2f / nPlayerChildFactor, 2f) * 7.5f + m_EMFSM.CurrentAggressiveness * 2.5f) + EMLeraningAgent.Instance().RealScore(EMState.CautiousAttack)), EMState.CautiousAttack); } // Transition to Landmine if (nPlayerChildFactor > 1f) { EMTransition.Instance().Transition (1000f / ((helper.Pow (nPlayerChildFactor, 2f) / helper.Sqrt (nPlayerChildFactor) * 1f) + m_EMFSM.CurrentAggressiveness * 2f + EMLeraningAgent.Instance().RealScore(EMState.Landmine)), EMState.Landmine); } // Transition to Production if (controller.NutrientNum > 0) { transition.Transition (1000f / (helper.Pow (Mathf.Sqrt(controller.NutrientNum), 2f) + EMLeraningAgent.Instance().RealScore(EMState.Production)), EMState.Production); } } // Check transition every 0.1 second to save computing power if (transition.CanTransit) helper.StartPauseTransition (.1f); } }
void Start() { emTransition = GetComponent<EMTransition>(); emTransition.SetGradationTexture(gradations[current]); }
public override void Execute() { transition = m_EMFSM.emTransition; controller = m_EMFSM.emController; helper = m_EMFSM.emHelper; // Start checking transition only when there are more than 10 available enemy mini cells and transition is allowed if (m_EMFSM.AvailableChildNum > 10 && transition.CanTransit) { // If there are more than 10 and less than 25 available enemy mini cells if (m_EMFSM.AvailableChildNum > 0 && m_EMFSM.AvailableChildNum <= 15) { float nEnemyChildFactor = (float)m_EMFSM.AvailableChildNum / 10f + 1f; float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount() / 10f + 1f; // Transition to Defend if (EMHelper.Instance().MinToMaxYRatio > 0.5f) { transition.Transition(1000f / (nPlayerChildFactor * 10f + EMLeraningAgent.Instance().RealScore(EMState.Defend)) * (1f + EMHelper.Instance().MinToMaxYRatio), EMState.Defend); } // Transition to EMAggressiveAttack if (nEnemyChildFactor > nPlayerChildFactor * 1.5f) { transition.Transition(1000f / (helper.Pow(nEnemyChildFactor * 1f / nPlayerChildFactor, 2f) * 3f + m_EMFSM.CurrentAggressiveness * 3.5f + EMLeraningAgent.Instance().RealScore(EMState.AggressiveAttack)), EMState.AggressiveAttack); } // Transition to EMCautiousAttack if (nEnemyChildFactor > nPlayerChildFactor) { transition.Transition(1000f / (helper.Pow(nEnemyChildFactor * 1.5f / nPlayerChildFactor, 2f) * 5f + m_EMFSM.CurrentAggressiveness * 2f + EMLeraningAgent.Instance().RealScore(EMState.CautiousAttack)), EMState.CautiousAttack); } // Transition to Landmine if (nPlayerChildFactor > 1.5f) { EMTransition.Instance().Transition(1000f / ((helper.Pow(nPlayerChildFactor, 2f) / helper.Sqrt(nPlayerChildFactor) * 1f) + m_EMFSM.CurrentAggressiveness * 2f + EMLeraningAgent.Instance().RealScore(EMState.Landmine)), EMState.Landmine); } // Transition to Production if (controller.NutrientNum > 0) { transition.Transition(1000f / (helper.Pow(Mathf.Sqrt(controller.NutrientNum), 2f) + EMLeraningAgent.Instance().RealScore(EMState.Production)), EMState.Production); } } else if (m_EMFSM.AvailableChildNum > 15 && m_EMFSM.AvailableChildNum <= 30) { float nEnemyChildFactor = (float)m_EMFSM.AvailableChildNum / 10f + 1f; float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount() / 10f + 1f; // Transition to Defend if (EMHelper.Instance().MinToMaxYRatio > 0.5f) { transition.Transition(1000f / (nPlayerChildFactor * 10f + EMLeraningAgent.Instance().RealScore(EMState.Defend)) * (1f + EMHelper.Instance().MinToMaxYRatio), EMState.Defend); } // Transition to EMAggressiveAttack if (nEnemyChildFactor > nPlayerChildFactor * 1.5f) { transition.Transition(1000f / ((helper.Pow(nEnemyChildFactor * 1.5f / nPlayerChildFactor, 2f) * 3f + m_EMFSM.CurrentAggressiveness * 3.75f) + EMLeraningAgent.Instance().RealScore(EMState.AggressiveAttack)), EMState.AggressiveAttack); } // Transition to EMCautiousAttack if (nEnemyChildFactor > nPlayerChildFactor) { transition.Transition(1000f / ((helper.Pow(nEnemyChildFactor * 2f / nPlayerChildFactor, 2f) * 5f + m_EMFSM.CurrentAggressiveness * 2.25f) + EMLeraningAgent.Instance().RealScore(EMState.CautiousAttack)), EMState.CautiousAttack); } // Transition to Landmine if (nPlayerChildFactor > 1f) { EMTransition.Instance().Transition(1000f / ((helper.Pow(nPlayerChildFactor, 2f) / helper.Sqrt(nPlayerChildFactor) * 1f) + m_EMFSM.CurrentAggressiveness * 2f + EMLeraningAgent.Instance().RealScore(EMState.Landmine)), EMState.Landmine); } // Transition to Production if (controller.NutrientNum > 0) { transition.Transition(1000f / (helper.Pow(Mathf.Sqrt(controller.NutrientNum), 2f) + EMLeraningAgent.Instance().RealScore(EMState.Production)), EMState.Production); } } else if (m_EMFSM.AvailableChildNum > 30) { float nEnemyChildFactor = (float)m_EMFSM.AvailableChildNum / 10f + 1f; float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount() / 10f + 1f; // Transition to EMAggressiveAttack if (nEnemyChildFactor > nPlayerChildFactor * 1.5f) { transition.Transition(1000f / ((helper.Pow(nEnemyChildFactor * 1.75f / nPlayerChildFactor, 2f) * 5f + m_EMFSM.CurrentAggressiveness * 4f) + EMLeraningAgent.Instance().RealScore(EMState.AggressiveAttack)), EMState.AggressiveAttack); } // Transition to EMCautiousAttack if (nEnemyChildFactor > nPlayerChildFactor) { transition.Transition(1000f / ((helper.Pow(nEnemyChildFactor * 2f / nPlayerChildFactor, 2f) * 7.5f + m_EMFSM.CurrentAggressiveness * 2.5f) + EMLeraningAgent.Instance().RealScore(EMState.CautiousAttack)), EMState.CautiousAttack); } // Transition to Landmine if (nPlayerChildFactor > 1f) { EMTransition.Instance().Transition(1000f / ((helper.Pow(nPlayerChildFactor, 2f) / helper.Sqrt(nPlayerChildFactor) * 1f) + m_EMFSM.CurrentAggressiveness * 2f + EMLeraningAgent.Instance().RealScore(EMState.Landmine)), EMState.Landmine); } // Transition to Production if (controller.NutrientNum > 0) { transition.Transition(1000f / (helper.Pow(Mathf.Sqrt(controller.NutrientNum), 2f) + EMLeraningAgent.Instance().RealScore(EMState.Production)), EMState.Production); } } // Check transition every 0.1 second to save computing power if (transition.CanTransit) { helper.StartPauseTransition(.1f); } } }
public override void Execute() { controller = m_EMFSM.emController; helper = m_EMFSM.emHelper; // Produce enemy mini cell if has nutrient and can spawn if (controller.NutrientNum > 0 && helper.CanSpawn && Level_Manager.LevelID < 4) { helper.ECPool.SpawnFromPool(EMHelper.Instance().Position, false); } else if (controller.NutrientNum > 0 && helper.CanSpawn && Level_Manager.LevelID > 3) { for (int i = 0; i < 2; i++) { helper.ECPool.SpawnFromPool(EMHelper.Instance().Position, false); } } else if (controller.NutrientNum == 0 && EMTransition.Instance().CanTransit) { m_EMFSM.ChangeState(EMState.Maintain); } // Start checking transition only when there are more than 10 available enemy mini cells, transition is allowed and has nutrient if (m_EMFSM.AvailableChildNum > 10 && EMTransition.Instance().CanTransit&& controller.NutrientNum > 0) { // If there are more than 10 and less than 25 available enemy mini cells if (m_EMFSM.AvailableChildNum > 0 && m_EMFSM.AvailableChildNum <= 15) { float nEnemyChildFactor = (float)m_EMFSM.AvailableChildNum / 10f + 1f; float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount() / 10f + 1f; // Transition to Defend if (EMHelper.Instance().MinToMaxYRatio > 0.5f) { EMTransition.Instance().Transition(1000f / (nPlayerChildFactor * 10f + EMLeraningAgent.Instance().RealScore(EMState.Defend)) * (1f + EMHelper.Instance().MinToMaxYRatio), EMState.Defend); } // Transition to EMAggressiveAttack if (nEnemyChildFactor > nPlayerChildFactor * 1.5f) { EMTransition.Instance().Transition(1000f / ((helper.Pow(nEnemyChildFactor * 1f / nPlayerChildFactor, 2f) * 3f) + m_EMFSM.CurrentAggressiveness * 3.5f + EMLeraningAgent.Instance().RealScore(EMState.AggressiveAttack)), EMState.AggressiveAttack); } // Transition to EMCautiousAttack if (nEnemyChildFactor > nPlayerChildFactor) { EMTransition.Instance().Transition(1000f / (helper.Pow(nEnemyChildFactor * 1.5f / nPlayerChildFactor, 2f) * 5f + m_EMFSM.CurrentAggressiveness * 2f + EMLeraningAgent.Instance().RealScore(EMState.CautiousAttack)), EMState.CautiousAttack); } // Transition to Landmine if (nPlayerChildFactor > 1.5f) { EMTransition.Instance().Transition(1000f / ((helper.Pow(nPlayerChildFactor, 2f) / helper.Sqrt(nPlayerChildFactor) * 1f) + m_EMFSM.CurrentAggressiveness * 2f + EMLeraningAgent.Instance().RealScore(EMState.Landmine)), EMState.Landmine); } // Transition to Maintain if (nPlayerChildFactor <= 5f && helper.Abs((nEnemyChildFactor - nPlayerChildFactor)) <= 1f) { EMTransition.Instance().Transition(1000f / (helper.Pow(5f - helper.Pow(nEnemyChildFactor - nPlayerChildFactor, 1.5f), 2f) + EMLeraningAgent.Instance().RealScore(EMState.Maintain)), EMState.Maintain); } } else if (m_EMFSM.AvailableChildNum > 15 && m_EMFSM.AvailableChildNum <= 30) { float nEnemyChildFactor = (float)m_EMFSM.AvailableChildNum / 10f + 1f; float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount() / 10f + 1f; // Transition to Defend if (EMHelper.Instance().MinToMaxYRatio > 0.5f) { EMTransition.Instance().Transition(1000f / (nPlayerChildFactor * 10f + EMLeraningAgent.Instance().RealScore(EMState.Defend)) * (1f + EMHelper.Instance().MinToMaxYRatio), EMState.Defend); } // Transition to EMAggressiveAttack if (nEnemyChildFactor > nPlayerChildFactor * 1.5f) { EMTransition.Instance().Transition(1000f / ((helper.Pow(nEnemyChildFactor * 1.5f / nPlayerChildFactor, 2f) * 3f + m_EMFSM.CurrentAggressiveness * 3.75f) + EMLeraningAgent.Instance().RealScore(EMState.AggressiveAttack)), EMState.AggressiveAttack); } // Transition to EMCautiousAttack if (nEnemyChildFactor > nPlayerChildFactor) { EMTransition.Instance().Transition(1000f / ((helper.Pow(nEnemyChildFactor * 2f / nPlayerChildFactor, 2f) * 5f + m_EMFSM.CurrentAggressiveness * 2.25f) + EMLeraningAgent.Instance().RealScore(EMState.CautiousAttack)), EMState.CautiousAttack); } // Transition to Landmine if (nPlayerChildFactor > 1f) { EMTransition.Instance().Transition(1000f / ((helper.Pow(nPlayerChildFactor, 2f) / helper.Sqrt(nPlayerChildFactor) * 1f) + m_EMFSM.CurrentAggressiveness * 2f + EMLeraningAgent.Instance().RealScore(EMState.Landmine)), EMState.Landmine); } // Transition to Maintain if (nPlayerChildFactor <= 5f && helper.Abs((nEnemyChildFactor - nPlayerChildFactor)) <= 1f) { EMTransition.Instance().Transition(1000f / (helper.Pow(5f - helper.Pow(nEnemyChildFactor - nPlayerChildFactor, 1.25f), 2f) + EMLeraningAgent.Instance().RealScore(EMState.Maintain)), EMState.Maintain); } } else if (m_EMFSM.AvailableChildNum > 30) { float nEnemyChildFactor = (float)m_EMFSM.AvailableChildNum / 10f + 1f; float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount() / 10f + 1f; // Transition to EMAggressiveAttack if (nEnemyChildFactor > nPlayerChildFactor * 1.5f) { EMTransition.Instance().Transition(1000f / ((helper.Pow(nEnemyChildFactor * 1.75f / nPlayerChildFactor, 2f) * 5f + m_EMFSM.CurrentAggressiveness * 4f) + EMLeraningAgent.Instance().RealScore(EMState.AggressiveAttack)), EMState.AggressiveAttack); } // Transition to EMCautiousAttack if (nEnemyChildFactor > nPlayerChildFactor) { EMTransition.Instance().Transition(1000f / ((helper.Pow(nEnemyChildFactor * 2f / nPlayerChildFactor, 2f) * 7.5f + m_EMFSM.CurrentAggressiveness * 2.5f) + EMLeraningAgent.Instance().RealScore(EMState.CautiousAttack)), EMState.CautiousAttack); } // Transition to Landmine if (nPlayerChildFactor > 1f) { EMTransition.Instance().Transition(1000f / ((helper.Pow(nPlayerChildFactor, 2f) / helper.Sqrt(nPlayerChildFactor) * 1f) + m_EMFSM.CurrentAggressiveness * 2f + EMLeraningAgent.Instance().RealScore(EMState.Landmine)), EMState.Landmine); } // Transition to Maintain if (nPlayerChildFactor <= 5f && helper.Abs((nEnemyChildFactor - nPlayerChildFactor)) <= 1f) { EMTransition.Instance().Transition(1000f / (helper.Pow(5f - helper.Pow(nEnemyChildFactor - nPlayerChildFactor, 1f), 2f) + EMLeraningAgent.Instance().RealScore(EMState.Maintain)), EMState.Maintain); } } // Check transition every 0.2 to 0.4 second to save computing power // With the value given by learning element increases, the transition check will be less frequent // Thus transition probability will decline if (EMTransition.Instance().CanTransit) { helper.StartPauseTransition(.2f * (1f + EnemyMainFSM.Instance().LearningDictionary[EMState.Production] / 100f)); } } }
public override void Exit() { // Reset transition availability EMTransition.Instance().CanTransit = true; }
void Start() { enemyMainObject = this.gameObject; #region Initialize state dictionary m_statesDictionary = new Dictionary<EMState, IEMState>(); m_statesDictionary.Add (EMState.Production, new EMProductionState (this)); m_statesDictionary.Add (EMState.Maintain, new EMMaintainState (this)); m_statesDictionary.Add (EMState.Defend, new EMDefendState (this)); m_statesDictionary.Add (EMState.AggressiveAttack, new EMAggressiveAttackState (this)); m_statesDictionary.Add (EMState.CautiousAttack, new EMCautiousAttackState (this)); m_statesDictionary.Add (EMState.Landmine, new EMLandmineState (this)); m_statesDictionary.Add (EMState.Stunned, new EMStunnedState (this)); m_statesDictionary.Add (EMState.Die, new EMDieState (this)); m_statesDictionary.Add (EMState.Win, new EMWinState (this)); #endregion #region Initialize the Learning Element dictionary m_learningDictionary = new Dictionary<EMState, float>(); m_learningDictionary.Add (EMState.Production, 0f); m_learningDictionary.Add (EMState.Maintain, 0f); m_learningDictionary.Add (EMState.Defend, 0f); m_learningDictionary.Add (EMState.AggressiveAttack, 0f); m_learningDictionary.Add (EMState.CautiousAttack, 0f); m_learningDictionary.Add (EMState.Landmine, 0f); m_learningDictionary.Add (EMState.Stunned, 0f); m_learningDictionary.Add (EMState.Die, 0f); m_learningDictionary.Add (EMState.Win, 0f); #endregion // Initialize the default to Production m_CurrentState = m_statesDictionary [EMState.Production]; m_currentStateIndex = EMState.Production; // Get the enemy main controller, helper class and transition class emController = GetComponent<EMController> (); emHelper = GetComponent<EMHelper> (); emTransition = GetComponent<EMTransition> (); //Initialize and refresh the point database for Enemy Child Cells PointDatabase.Instance.InitializeDatabase(); PointDatabase.Instance.RefreshDatabase(); FormationDatabase.Instance.RefreshDatabases(ECList); // Initialise the enemy child list /* EnemyChildFSM[] ecClasses = (EnemyChildFSM[])GameObject.FindObjectsOfType (typeof(EnemyChildFSM)); foreach (EnemyChildFSM ecClass in ecClasses) { if (ecClass.CurrentStateEnum != ECState.Dead) ecList.Add (ecClass); } */ // ecList = GameObject.FindGameObjectsWithTag("EnemyChild").Select(gameObject => gameObject.GetComponent<EnemyChildFSM>()).ToList(); // Count the number of child cells in list /* for (int i = 0; i < ecList.Count; i++) { if(ecList[i].CurrentStateEnum != ECState.Dead) nAvailableChildNum++; } */ }
public override void Execute() { transition = m_EMFSM.emTransition; controller = m_EMFSM.emController; helper = m_EMFSM.emHelper; int nCommandNum = 0; #region Landmine Behaviour if (helper.CanAddLandmine) { float nEnemyChildFactor = (float)m_EMFSM.AvailableChildNum / 10f + 1f; float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount () / 10f + 1f; if (m_EMFSM.AvailableChildNum > 0 && m_EMFSM.AvailableChildNum <= 15) { nCommandNum = Random.Range (1, 2 + (int)nPlayerChildFactor); for (int nAmount = 0; nAmount < nCommandNum; nAmount++) { int nIndex = Random.Range (0, m_EMFSM.ECList.Count); if (m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Idle || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Defend || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Avoid) { MessageDispatcher.Instance.DispatchMessage(m_EMFSM.EnemyMainObject,m_EMFSM.ECList[nIndex].gameObject,MessageType.Landmine,0.0); helper.CanAddLandmine = false; } } } else if (m_EMFSM.AvailableChildNum > 15 && m_EMFSM.AvailableChildNum <= 30) { nCommandNum = Random.Range (2, 3 + (int)nPlayerChildFactor); for (int nAmount = 0; nAmount < nCommandNum; nAmount++) { int nIndex = Random.Range (0, m_EMFSM.ECList.Count); if (m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Idle || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Defend || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Avoid) { MessageDispatcher.Instance.DispatchMessage(m_EMFSM.EnemyMainObject,m_EMFSM.ECList[nIndex].gameObject,MessageType.Landmine,0.0); helper.CanAddLandmine = false; } } } else if (m_EMFSM.AvailableChildNum > 30) { nCommandNum = Random.Range (3, 4 + (int)nPlayerChildFactor); for (int nAmount = 0; nAmount < nCommandNum; nAmount++) { int nIndex = Random.Range (0, m_EMFSM.ECList.Count); if (m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Idle || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Defend || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Avoid) { MessageDispatcher.Instance.DispatchMessage(m_EMFSM.EnemyMainObject,m_EMFSM.ECList[nIndex].gameObject,MessageType.Landmine,0.0); helper.CanAddLandmine = false; } } } // Pause commanding enemy mini cells to Attack state // Pause duration depends only on the number of enemy mini cell commanded //helper.StartPauseAddLandmine ((float)nCommandNum * 2f); } #endregion #region Transition if (transition.CanTransit && controller.NutrientNum > 0) m_EMFSM.ChangeState (EMState.Production); else if (transition.CanTransit && controller.NutrientNum == 0) m_EMFSM.ChangeState (EMState.Maintain); #endregion }
public override void Execute() { transition = m_EMFSM.emTransition; controller = m_EMFSM.emController; helper = m_EMFSM.emHelper; int nCommandNum = 0; #region Landmine Behaviour if (helper.CanAddLandmine) { float nEnemyChildFactor = (float)m_EMFSM.AvailableChildNum / 10f + 1f; float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount() / 10f + 1f; if (m_EMFSM.AvailableChildNum > 0 && m_EMFSM.AvailableChildNum <= 15) { nCommandNum = Random.Range(1, 2 + (int)nPlayerChildFactor); for (int nAmount = 0; nAmount < nCommandNum; nAmount++) { int nIndex = Random.Range(0, m_EMFSM.ECList.Count); if (m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Idle || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Defend || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Avoid) { MessageDispatcher.Instance.DispatchMessage(m_EMFSM.EnemyMainObject, m_EMFSM.ECList[nIndex].gameObject, MessageType.Landmine, 0.0); helper.CanAddLandmine = false; } } } else if (m_EMFSM.AvailableChildNum > 15 && m_EMFSM.AvailableChildNum <= 30) { nCommandNum = Random.Range(2, 3 + (int)nPlayerChildFactor); for (int nAmount = 0; nAmount < nCommandNum; nAmount++) { int nIndex = Random.Range(0, m_EMFSM.ECList.Count); if (m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Idle || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Defend || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Avoid) { MessageDispatcher.Instance.DispatchMessage(m_EMFSM.EnemyMainObject, m_EMFSM.ECList[nIndex].gameObject, MessageType.Landmine, 0.0); helper.CanAddLandmine = false; } } } else if (m_EMFSM.AvailableChildNum > 30) { nCommandNum = Random.Range(3, 4 + (int)nPlayerChildFactor); for (int nAmount = 0; nAmount < nCommandNum; nAmount++) { int nIndex = Random.Range(0, m_EMFSM.ECList.Count); if (m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Idle || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Defend || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Avoid) { MessageDispatcher.Instance.DispatchMessage(m_EMFSM.EnemyMainObject, m_EMFSM.ECList[nIndex].gameObject, MessageType.Landmine, 0.0); helper.CanAddLandmine = false; } } } // Pause commanding enemy mini cells to Attack state // Pause duration depends only on the number of enemy mini cell commanded //helper.StartPauseAddLandmine ((float)nCommandNum * 2f); } #endregion #region Transition if (transition.CanTransit && controller.NutrientNum > 0) { m_EMFSM.ChangeState(EMState.Production); } else if (transition.CanTransit && controller.NutrientNum == 0) { m_EMFSM.ChangeState(EMState.Maintain); } #endregion }
// Disable transition for fTime public void StartPauseTransition(float fTime) { StartCoroutine(EMTransition.Instance().TransitionAvailability(fTime)); }
public override void Execute() { transition = m_EMFSM.emTransition; controller = m_EMFSM.emController; helper = m_EMFSM.emHelper; #region Attack only when there are more enemy mini cells than player's if (m_EMFSM.AvailableChildNum > PlayerChildFSM.GetActiveChildCount() && helper.CanAddAttack) { float nEnemyChildFactor = (float)m_EMFSM.AvailableChildNum / 10f + 1f; float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount() / 10f + 1f; if (m_EMFSM.AvailableChildNum > 0 && m_EMFSM.AvailableChildNum <= 15) { for (int nAmount = 0; nAmount < Random.Range(1, 2 + (int)Mathf.Sqrt((nEnemyChildFactor))); nAmount++) { int nIndex = Random.Range(0, m_EMFSM.ECList.Count); if (m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Idle || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Defend || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Avoid) { MessageDispatcher.Instance.DispatchMessage(m_EMFSM.gameObject, m_EMFSM.ECList[nIndex].gameObject, MessageType.Attack, 0.0); } } } else if (m_EMFSM.AvailableChildNum > 15 && m_EMFSM.AvailableChildNum <= 30) { for (int nAmount = 0; nAmount < Random.Range(2, 3 + (int)Mathf.Sqrt((nEnemyChildFactor))); nAmount++) { int nIndex = Random.Range(0, m_EMFSM.ECList.Count); if (m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Idle || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Defend || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Avoid) { MessageDispatcher.Instance.DispatchMessage(m_EMFSM.gameObject, m_EMFSM.ECList[nIndex].gameObject, MessageType.Attack, 0.0); } } } else if (m_EMFSM.AvailableChildNum > 30) { for (int nAmount = 0; nAmount < Random.Range(3, 4 + (int)Mathf.Sqrt((nEnemyChildFactor))); nAmount++) { int nIndex = Random.Range(0, m_EMFSM.ECList.Count); if (m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Idle || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Defend || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Avoid) { MessageDispatcher.Instance.DispatchMessage(m_EMFSM.gameObject, m_EMFSM.ECList[nIndex].gameObject, MessageType.Attack, 0.0); } } } // Pause commanding enemy mini cells to Attack state float fPauseTime = 2f / EMDifficulty.Instance().CurrentDiff; if (fPauseTime > 0f) { helper.StartPauseAddAttack(fPauseTime); } } #endregion #region Transition if (transition.CanTransit && controller.NutrientNum > 0) { m_EMFSM.ChangeState(EMState.Production); } else if (transition.CanTransit && controller.NutrientNum == 0) { m_EMFSM.ChangeState(EMState.Maintain); } #endregion }
public override void Execute() { transition = m_EMFSM.emTransition; controller = m_EMFSM.emController; helper = m_EMFSM.emHelper; #region Command child cells to transit to Defend state only when there are more player mini cells than enemy mini cells if (m_EMFSM.AvailableChildNum < PlayerChildFSM.GetActiveChildCount() && helper.CanAddDefend) { float nEnemyChildFactor = (float)m_EMFSM.AvailableChildNum / 10f + 1f; float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount() / 10f + 1f; // If there are more than 10 and less than 25 available enemy mini cells if (m_EMFSM.AvailableChildNum > 10 && m_EMFSM.AvailableChildNum <= 25 && helper.CanAddDefend) { for (int nAmount = 0; nAmount < Random.Range(5, 11); nAmount++) { int nIndex = Random.Range(0, m_EMFSM.ECList.Count); if (m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Idle || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Avoid) { MessageDispatcher.Instance.DispatchMessage(m_EMFSM.EnemyMainObject, m_EMFSM.ECList[nIndex].gameObject, MessageType.Defend, 0.0); helper.CanAddDefend = false; } } if (helper.CanAddDefend) { EMHelper.Instance().StartPauseAddDefend(0.25f); } } else if (m_EMFSM.AvailableChildNum > 25 && m_EMFSM.AvailableChildNum <= 50 && helper.CanAddDefend) { for (int nAmount = 0; nAmount < Random.Range(3, 9); nAmount++) { int nIndex = Random.Range(0, m_EMFSM.ECList.Count); if (m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Idle || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Avoid) { MessageDispatcher.Instance.DispatchMessage(m_EMFSM.EnemyMainObject, m_EMFSM.ECList[nIndex].gameObject, MessageType.Defend, 0.0); helper.CanAddDefend = false; } } } // Pause commanding enemy mini cells to defend state helper.StartPauseTransition(2f); } #endregion //Start checking transition only when transition is allowed if (transition.CanTransit) { // Transit to other states only when there are more player mini cells than enemy mini cells if (m_EMFSM.AvailableChildNum >= PlayerChildFSM.GetActiveChildCount()) { m_EMFSM.ChangeState(EMState.Production); } // If not transit to Production state, then transit to Maintain state m_EMFSM.ChangeState(EMState.Maintain); } // Check transition every 0.2 second to save computing power if (transition.CanTransit) { helper.StartPauseTransition(.2f); } }
void Start() { enemyMainObject = this.gameObject; #region Initialize state dictionary m_statesDictionary = new Dictionary <EMState, IEMState>(); m_statesDictionary.Add(EMState.Production, new EMProductionState(this)); m_statesDictionary.Add(EMState.Maintain, new EMMaintainState(this)); m_statesDictionary.Add(EMState.Defend, new EMDefendState(this)); m_statesDictionary.Add(EMState.AggressiveAttack, new EMAggressiveAttackState(this)); m_statesDictionary.Add(EMState.CautiousAttack, new EMCautiousAttackState(this)); m_statesDictionary.Add(EMState.Landmine, new EMLandmineState(this)); m_statesDictionary.Add(EMState.Stunned, new EMStunnedState(this)); m_statesDictionary.Add(EMState.Die, new EMDieState(this)); m_statesDictionary.Add(EMState.Win, new EMWinState(this)); #endregion #region Initialize the Learning Element dictionary m_learningDictionary = new Dictionary <EMState, float>(); m_learningDictionary.Add(EMState.Production, 0f); m_learningDictionary.Add(EMState.Maintain, 0f); m_learningDictionary.Add(EMState.Defend, 0f); m_learningDictionary.Add(EMState.AggressiveAttack, 0f); m_learningDictionary.Add(EMState.CautiousAttack, 0f); m_learningDictionary.Add(EMState.Landmine, 0f); m_learningDictionary.Add(EMState.Stunned, 0f); m_learningDictionary.Add(EMState.Die, 0f); m_learningDictionary.Add(EMState.Win, 0f); #endregion // Initialize the default to Production m_CurrentState = m_statesDictionary [EMState.Production]; m_currentStateIndex = EMState.Production; // Get the enemy main controller, helper class and transition class emController = GetComponent <EMController> (); emHelper = GetComponent <EMHelper> (); emTransition = GetComponent <EMTransition> (); //Initialize and refresh the point database for Enemy Child Cells PointDatabase.Instance.InitializeDatabase(); PointDatabase.Instance.RefreshDatabase(); FormationDatabase.Instance.RefreshDatabases(ECList); // Initialise the enemy child list /* * EnemyChildFSM[] ecClasses = (EnemyChildFSM[])GameObject.FindObjectsOfType (typeof(EnemyChildFSM)); * foreach (EnemyChildFSM ecClass in ecClasses) * { * if (ecClass.CurrentStateEnum != ECState.Dead) * ecList.Add (ecClass); * } */ // ecList = GameObject.FindGameObjectsWithTag("EnemyChild").Select(gameObject => gameObject.GetComponent<EnemyChildFSM>()).ToList(); // Count the number of child cells in list /* * for (int i = 0; i < ecList.Count; i++) { * if(ecList[i].CurrentStateEnum != ECState.Dead) * nAvailableChildNum++; * } */ }