Exemple #1
0
    protected override void AIUpdate_detect()
    {
        base.AIUpdate_detect();
        float rand = GetAIRandomNumver();

        switch (aiState)
        {
        case AISTATE.AISELECT:
            if (rand < AddAIProbNum(aiStateNum_walk))
            {
                SetAIState(AISTATE.APPROACH_WALK, 6.0f);
            }
            else if (rand < AddAIProbNum(aiStateNum_dash))
            {
                SetAIState(AISTATE.APPROACH_DASH, 6.0f);
            }
            else if (rand < AddAIProbNum(aiStateNum_attack))
            {
                SetAIState(AISTATE.ATTACK, 4.0f);
            }
            else
            {
                SetAIState(AISTATE.WAIT, 4.0f);
                animator.SetTrigger("rest");
            }
            break;

        case AISTATE.APPROACH_WALK:
            if (EnemyCtrl_antiFly.MoveToPlayer_X(10.0f, moveSpeed * 0.5f))
            {
                SetAIState(AISTATE.ATTACK, 20.0f);
            }
            break;

        case AISTATE.APPROACH_DASH:
            if (EnemyCtrl_antiFly.MoveToPlayer_X(10.0f, moveSpeed))
            {
                SetAIState(AISTATE.ATTACK, 4.0f);
            }
            break;

        case AISTATE.ATTACK:
            break;

        case AISTATE.WAIT:
            break;
        }
    }
Exemple #2
0
    protected override void AIUpdate_antiFly_detect()
    {
        base.AIUpdate_antiFly_detect();
        switch (aiState)
        {
        case AISTATE.AISELECT:
            SetAIState(AISTATE.APPROACH_DASH, 3.0f);
            break;

        case AISTATE.APPROACH_DASH:
            if (EnemyCtrl_antiFly.MoveToPlayer_X(1.0f, moveSpeed))
            {
                SetAIState(AISTATE.ATTACK, 4.0f);
            }
            break;
        }
    }
Exemple #3
0
    protected override void AIUpdate_undetect()
    {
        base.AIUpdate_undetect();
        float rand = GetAIRandomNumver();

        switch (aiState)
        {
        case AISTATE.AISELECT:
            if (rand < AddAIProbNum(aiStateNum_walk_ud))
            {
                SetAIState(AISTATE.APPROACH_WALK, 5.0f);
            }
            else if (rand < AddAIProbNum(aiStateNum_wait_ud))
            {
                SetAIState(AISTATE.WAIT, 3.0f);
            }
            else if (rand < AddAIProbNum(aiStateNum_rest_ud))
            {
                SetAIState(AISTATE.ATTACK, 5.0f);
            }
            break;

        case AISTATE.WAIT:
            break;

        case AISTATE.APPROACH_WALK:
            if (nowTargetPos == null)
            {
                rand         = GetAIRandomNumver();
                nowTargetPos = (Vector2)transform.position + new Vector2((rand > 50) ? 20 : -20, 0);
            }
            if (EnemyCtrl_antiFly.MoveToTarget_X(3.0f, (Vector2)nowTargetPos, moveSpeed))
            {
                SetAIState(AISTATE.WAIT, 2.0f);
                nowTargetPos = null;
            }
            break;

        case AISTATE.ATTACK:
            animator.SetTrigger("rest");
            SetAIState(AISTATE.WAIT, 5.0f);
            break;
        }
    }
Exemple #4
0
 protected override void AIUpdate_mapChenge()
 {
     base.AIUpdate_mapChenge();
     EnemyCtrl_antiFly.MoveToTarget_X(0.0f, mapChengeCtrl.GetNextLoadPosition(), EnemyCtrl_antiFly.MoveSpeed);
 }
Exemple #5
0
    protected override void AIUpdate_attack()
    {
        base.AIUpdate_attack();
        float rand = GetAIRandomNumver();

        if (rand < AddAIProbNum(aiStateFrontPl_dash))
        {
            EnemyCtrl_antiFly.SetDirectionToPl();
            animator.SetTrigger("attack2");
            StartAttack();
        }
        else if (rand < AddAIProbNum(aiStateFrontPl_head))
        {
            if (EnemyCtrl_antiFly.IsPlayerFront())
            {
                animator.SetTrigger("attack1");
                StartAttack();
            }
        }
        else if (rand < AddAIProbNum(aiStateFrontPl_tail))
        {
            if (!EnemyCtrl_antiFly.IsPlayerFront())
            {
                animator.SetTrigger("attack3");
                StartAttack();
            }
        }
        else if (rand < AddAIProbNum(aiStateFrontPl_jump))
        {
            if (EnemyCtrl_antiFly.GetDistancePlayer_X() > 10.0f && !IsFixedRandomNumber)
            {
                return;
            }
            if (jumpCounter == beforeCounter)
            {
                return;
            }
            if (jumpCounter >= 3)
            {
                animator.SetTrigger("fall1");
                ResetCounter();
                ResetRandFiexed();
                StartAttack();
            }
            else
            {
                animator.SetTrigger("jump");
                SetRandFiexed(rand);
                beforeCounter = jumpCounter;
                ExtendStateTime(3.0f);
            }
        }
        else if (rand < AddAIProbNum(aiStateFrontPl_fire))
        {
            if (EnemyCtrl_antiFly.GetDistancePlayer_X() > 5.0f)
            {
                EnemyCtrl_antiFly.SetDirectionToPl();
                animator.SetTrigger("attack4");
                StartAttack();
            }
        }
    }