protected override void Configure()
    {
        // Inicio las variables para el seguimiento
        Vector3 diffPosition = Target.position - Me.position;
        float targetRadius = diffPosition.magnitude * 0.75f;
        float followOffset = diffPosition.y < 0 ? -diffPosition.y : diffPosition.y;

        // Inicio las variables para el look at
        float targetRotation = 5.0f;
        float slowRadius = 15.0f;

        Vector3 rotation =
            ExtraMath.DifferenceBetween(
                Quaternion.FromToRotation(Me.forward, Target.position - Me.position),
                Me.rotation
            );

        float faceOffset = rotation.y < 0 ? -rotation.y : rotation.y;

        // Inicializo el estado
        FollowState followState = new FollowState(this);
        followState.InitializeFollow(Target, targetRadius, offsetY: followOffset);
        followState.InitializeFace(Target, targetRotation, slowRadius, offsetX: faceOffset);

        AddState(followState);
    }
        public override void JustAppeared()
        {
            _followState = FollowState.None;

            if (!IsCombatMovementAllowed())
            {
                SetCombatMovement(true);
            }

            if (me.GetFaction() != me.GetCreatureTemplate().Faction)
            {
                me.SetFaction(me.GetCreatureTemplate().Faction);
            }

            Reset();
        }
    new void Start()
    {
        base.Start();

        RemainingFramesToChangeDirection = NFramesNeededToChangeDirection;
        RemainingFramesToReachEndpoint   = NFramesNeededToChangeDirection;

        mcRef        = GameObject.Find("MasterController").GetComponent <MasterControllerScript> ();
        cameraPivotY = GameObject.Find("CameraLerp").GetComponent <CameraManager> ().pivotY;

        spawnPosition = this.transform.position;
        // autopiloting in relative mode is
        // relative to spawnPosition, so keep it

        if (spriteHolder != null)
        {
            rendRef = spriteHolder.GetComponent <SpriteRenderer> ();

            matRef = spriteHolder.GetComponent <SpriteRenderer> ().material;
        }

        if (IdleAnimationSpeed > 0.0f)
        {
            animationDelay = 1.0f / IdleAnimationSpeed;
        }
        else
        {
            animationDelay = 0.0f;
        }

        showingFrame      = 0;
        frameTime         = 0.0f;
        followElapsedTime = 0.0f;

        followState = FollowState.noFollow;

        player = GameObject.Find("Player").GetComponent <PlayerScript> ();

        r = GetComponent <Rigidbody> ();

        if (markedAsStartFollowing)
        {
            startFollowingPlayer();
        }
    }
Exemple #4
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    private void Start()
    {
        followState = new FollowState();
        patrolState = new PatrolState();
        attackState = new AttackState();

        animator       = GetComponent <Animator>();
        spriteRenderer = GetComponent <SpriteRenderer>();

        stateMachine = new StateMachine <AI>(this);
        stateMachine.ChangeState(patrolState);

        enemyMask  = LayerMask.GetMask(enemy);
        groundMask = LayerMask.GetMask(ground);

        currentHealth = maxHealth;
        healthBar.SetMaxHealth(maxHealth);
    }
Exemple #5
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    void Start()
    {
        paths = new Queue();

        nextPosition.z = -1;

        _transform = this.gameObject.transform;

        model.direction = this.currentDirection;

        state = FollowState.IDEL;

        attackRange = new ArrayList();
        attackRange.Add(new Vector2());
        attackRange.Add(new Vector2());
        attackRange.Add(new Vector2());

        this.normalAttackSkill = Config.GetInstance().GetSkillCOnfig(this.attribute.nskill);
    }
 public void startFollowingPlayer()
 {
     autopilotAbsolute = true;
     followElapsedTime = 0.0f;
     followState       = FollowState.follow;
     previousWalkSpeed = walkingSpeed;
     walkingSpeed      = player.modulusSpeed;
     if (walkingSpeed == 0.0f)
     {
         walkingSpeed = player.speed;
     }
     if (mcRef == null)
     {
         mcRef = GameObject.Find("MasterController").GetComponent <MasterControllerScript> ();
     }
     mcRef.getStorage().storeStringValue("FollowingChar", this.name);
     mcRef.getStorage().storeFloatValue("FollowerRelativeCoordsX", 1.0f);
     mcRef.getStorage().storeFloatValue("FollowerRelativeCoordsY", 0.0f);
     mcRef.getStorage().storeFloatValue("FollowerRelativeCoordsZ", -1.0f);
 }
Exemple #7
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    void Start()
    {
        fromAttr = GetComponent <BasicObjectAttr>();
        FSMManager manager = GetComponent <FSMManager>();

        RandomState      search           = new RandomState();
        FollowState      follow           = new FollowState();
        IdleState        idle             = new IdleState();
        PatrolState      patrol           = new PatrolState();
        InvestigateState investigateState = new InvestigateState();


        patrol.patrolRoute = patrolRoute;
        patrol.setAgent(GetComponent <NavMeshAgent>());
        manager.GetBasicState().configure("Player",
                                          (o) => {
            investigateState.setTargetPos(o.transform.position).SetDoWhenArrive(null);
            return(investigateState);
        },
                                          (o) => {
            investigateState.setTargetPos(o.transform.position);
            investigateState.SetDoWhenArrive((s) => {
                Collider[] coll = Physics.OverlapSphere(gameObject.transform.position, fromAttr.dangerViewAreaRadius);
                foreach (Collider c in coll)
                {
                    if (c.tag.Equals("Player"))
                    {
                        var go            = Camera.main.GetComponent <GameOverCameraControl>();
                        go.showDeadEffect = true;
                        return(null);
                    }
                }

                return(patrol);
            });

            return(investigateState);
        });
        manager.setCurrentState(patrol);
    }
Exemple #8
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    public override void Update()
    {
        if (controller.IsTrackerAppear)
        {
            FollowState followState = new FollowState(stateMgr, controller);
            stateMgr.SwitchTo(followState);
        }
        else
        {
            if (curStayTime <= 0)
            {
                curStayTime = Random.Range(STAY_TIME_MIN, STAY_TIME_MAX);

                curStatus = (curStatus + Random.Range(0, controller.IdlePivotList.Length)) % controller.IdlePivotList.Length;
                switch (curStatus)
                {
                case 0:
                    controller.LeftEyeBehaviour.ResetPos(MOVE_TIME);
                    controller.RightEyeBehaviour.ResetPos(MOVE_TIME);
                    break;

                case 1:
                    controller.LeftEyeBehaviour.Roll(MOVE_TIME);
                    controller.RightEyeBehaviour.Roll(MOVE_TIME);
                    break;

                default:
                    controller.LeftEyeBehaviour.FollowTarget(controller.IdlePivotList[curStatus].transform.position, MOVE_TIME);
                    controller.RightEyeBehaviour.FollowTarget(controller.IdlePivotList[curStatus].transform.position, MOVE_TIME);
                    break;
                }
            }
            else
            {
                curStayTime -= Time.deltaTime;
            }
        }
    }
Exemple #9
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    public override void ConfigFSM()
    {
        base.ConfigFSM();
        states = new List <FSMState>();
        //创建状态对象
        //添加映射(AddMap)*
        //加入状态机
        //--------------------
        //随机移动
        RandomMoveState randomMove = new RandomMoveState();

        randomMove.AddMap(FSMTriggerID.ScoutedTargetIn, FSMStateID.Follow);
        randomMove.AddMap(FSMTriggerID.NoHealth, FSMStateID.Dead);
        states.Add(randomMove);
        //跟随
        FollowState follow = new FollowState();

        follow.AddMap(FSMTriggerID.ScoutedTargetOut, FSMStateID.RandomMove);
        follow.AddMap(FSMTriggerID.NoHealth, FSMStateID.Dead);
        follow.AddMap(FSMTriggerID.AttackTargetIn, FSMStateID.Attacking);
        states.Add(follow);
        //攻击
        AttackingState attacking = new AttackingState();

        attacking.AddMap(FSMTriggerID.AttackTargetOut, FSMStateID.Follow);
        attacking.AddMap(FSMTriggerID.NoHealth, FSMStateID.Dead);
        states.Add(attacking);
        //站立
        IdleState idle = new IdleState();

        //idle.AddMap(FSMTriggerID.)
        idle.AddMap(FSMTriggerID.NoHealth, FSMStateID.Dead);
        states.Add(idle);
        //死亡
        DeadState dead = new DeadState();

        states.Add(dead);
    }
Exemple #10
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 // Start is called before the first frame update
 void Start()//pega varios componentes, randomiza velocidade do inimigos e das animações, define se o inimigo começa seguindo o jogador ou não
 {
     //attackCol = GameObject.FindGameObjectsWithTag("attackCol");
     //handColEsq = GameObject.Find("HandColEsq");
     //handColDir = GameObject.Find("HandColDir");
     //armColEsq = GameObject.Find("ArmColEsq");
     //armColDir = GameObject.Find("ArmColDir");
     playerDetect = transform.GetChild(2).gameObject;
     agent        = GetComponent <NavMeshAgent>();
     anim         = GetComponent <Animator>();
     agent.speed  = Random.Range(5, 20);
     anim.SetFloat("Velocity", agent.speed / 5);
     enMat       = GetComponentInChildren <Renderer>().material;
     enColliders = GetComponents <Collider>();
     rbEnemy     = GetComponent <Rigidbody>();
     if (agent.speed > 10)
     {
         //anim.SetInteger("SpeedVerifier", 2);
         currentFollow = FollowState.Run;
     }
     else
     {
         //anim.SetInteger("SpeedVerifier", 1);
         currentFollow = FollowState.Walk;
     }
     target = GameObject.FindGameObjectWithTag("Player");
     if (startAsleep)
     {
         currentState = IaState.Asleep;
         InvokeRepeating("VerifyPlayerDistance", 0.1f, 1.5f);
     }
     else
     {
         currentState = IaState.Follow;
     }
     //print(anim.speed);
 }
Exemple #11
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    public override IEnumerator startStateProcess()
    {
        int findTimes = Random.Range(FIND_TIMES_MIN, FIND_TIMES_MAX);

        for (int i = 0; i < findTimes; ++i)
        {
            controller.RightEyeBehaviour.FollowTarget(controller.RightPivot.transform.position, MOVE_TIME);
            controller.LeftEyeBehaviour.FollowTarget(controller.RightPivot.transform.position, MOVE_TIME);
            yield return(new WaitForSeconds(MOVE_TIME + Random.Range(STAY_TIME_MIN, STAY_TIME_MAX)));

            controller.RightEyeBehaviour.FollowTarget(controller.LeftPivot.transform.position, MOVE_TIME);
            controller.LeftEyeBehaviour.FollowTarget(controller.LeftPivot.transform.position, MOVE_TIME);
            yield return(new WaitForSeconds(MOVE_TIME + Random.Range(STAY_TIME_MIN, STAY_TIME_MAX)));
        }

        controller.RightEyeBehaviour.ResetPos(MOVE_TIME);
        controller.LeftEyeBehaviour.ResetPos(MOVE_TIME);

        yield return(new WaitForSeconds(MOVE_TIME + 0.5f));

        controller.RightEyeBehaviour.Roll(ROLL_TIME);
        controller.LeftEyeBehaviour.Roll(ROLL_TIME);

        yield return(new WaitForSeconds(ROLL_TIME + STAY_TIME));

        if (controller.IsTrackerAppear)
        {
            FollowState followState = new FollowState(stateMgr, controller);
            stateMgr.SwitchTo(followState);
        }
        else
        {
            IdleState idleState = new IdleState(stateMgr, controller);
            stateMgr.SwitchTo(idleState);
        }
    }
Exemple #12
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        //State storage: follow state


        protected override void TickCore(Entity host, RealmTime time, ref object state)
        {
            FollowState s;

            if (state == null)
            {
                s = new FollowState();
            }
            else
            {
                s = (FollowState)state;
            }

            var pet = host;

            Status = CycleStatus.NotStarted;

            if (host.HasConditionEffect(ConditionEffects.Paralyzed))
            {
                return;
            }

            Player player = host.playerOwner; //GetNearestEntity(acquireRange, null);

            switch (s.State)
            {
            case F.DontKnowWhere:
                if (s.RemainingTime > 0)
                {
                    s.RemainingTime -= time.thisTickTimes;
                }
                else
                {
                    s.State = F.Acquired;
                }
                break;

            case F.Acquired:
                if (player == null)
                {
                    s.State         = F.DontKnowWhere;
                    s.RemainingTime = 0;
                    break;
                }
                if (s.RemainingTime > 0)
                {
                    s.RemainingTime -= time.thisTickTimes;
                }

                var vect = new Vector2(player.X - host.X, player.Y - host.Y);
                if (vect.Length() > 20)
                {
                    host.Move(player.X, player.Y);
                }
                else if (vect.Length() > 1)
                {
                    var dist = host.GetSpeed(0.5f) * (time.thisTickTimes / 1000f);
                    if (vect.Length() > 2)
                    {
                        dist = host.GetSpeed(0.5f + ((float)player.Stats[4] / 100)) * (time.thisTickTimes / 1000f);
                    }
                    else if (vect.Length() > 3.5)
                    {
                        dist = host.GetSpeed(0.5f + (player.Stats[4] + (float)player.Boost[4] / 100)) * (time.thisTickTimes / 1000f);
                    }
                    else if (vect.Length() > 5)
                    {
                        dist = host.GetSpeed(1.0f + (player.Stats[4] + (float)player.Boost[4] / 100)) * (time.thisTickTimes / 1000f);
                    }
                    else if (vect.Length() > 6)
                    {
                        dist = host.GetSpeed(1.35f + (player.Stats[4] + (float)player.Boost[4] / 100)) * (time.thisTickTimes / 1000f);
                    }
                    else if (vect.Length() > 7)
                    {
                        dist = host.GetSpeed(1.5f + (player.Stats[4] + (float)player.Boost[4] / 100)) * (time.thisTickTimes / 1000f);
                    }
                    else if (vect.Length() > 10)
                    {
                        dist = host.GetSpeed(2f + (player.Stats[4] + (float)player.Boost[4] / 100)) * (time.thisTickTimes / 1000f);
                    }

                    Status = CycleStatus.InProgress;
                    vect.Normalize();
                    host.ValidateAndMove(host.X + vect.X * dist, host.Y + vect.Y * dist);
                }
                host.UpdateCount++;

                break;
            }

            state = s;
        }
        protected override void TickCore(Entity host, RealmTime time, ref object state)
        {
            FollowState s;

            if (state == null)
            {
                s = new FollowState();
            }
            else
            {
                s = (FollowState)state;
            }

            Status = CycleStatus.NotStarted;

            Player player = host.GetPlayerOwner();

            if (player.Owner == null)
            {
                host.Owner.LeaveWorld(host);
                return;
            }

            Vector2 vect;

            switch (s.State)
            {
            case F.DontKnowWhere:
                if (s.RemainingTime > 0)
                {
                    s.RemainingTime -= time.ElapsedMsDelta;
                }
                else
                {
                    s.State = F.Acquired;
                }
                break;

            case F.Acquired:
                if (player == null)
                {
                    s.State         = F.DontKnowWhere;
                    s.RemainingTime = 0;
                    break;
                }
                if (s.RemainingTime > 0)
                {
                    s.RemainingTime -= time.ElapsedMsDelta;
                }

                vect = new Vector2(player.X - host.X, player.Y - host.Y);
                if (vect.Length > 20)
                {
                    host.Move(player.X, player.Y);
                    host.UpdateCount++;
                }
                else if (vect.Length > 1)
                {
                    float dist = host.EntitySpeed(player.Stats[4] / 10, time);

                    if (vect.Length > 2 && vect.Length <= 3.5)
                    {
                        dist *= 1.75f;
                    }
                    else if (vect.Length > 3.5 && vect.Length <= 5)
                    {
                        dist *= 2f;
                    }
                    else if (vect.Length > 5 && vect.Length <= 6)
                    {
                        dist *= 2.25f;
                    }
                    else if (vect.Length > 6 && vect.Length <= 7)
                    {
                        dist *= 2.75f;
                    }
                    else if (vect.Length > 7 && vect.Length <= 10)
                    {
                        dist *= 3f;
                    }
                    else if (vect.Length > 10 && vect.Length <= 20)
                    {
                        dist *= 3.25f;
                    }

                    Status  = CycleStatus.InProgress;
                    vect.X -= Random.Next(-2, 2) / 2f;
                    vect.Y -= Random.Next(-2, 2) / 2f;
                    vect.Normalize();
                    host.ValidateAndMove(host.X + vect.X * dist, host.Y + vect.Y * dist);
                    host.UpdateCount++;
                }

                break;
            }

            state = s;
        }
Exemple #14
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 public void ChangeFollowState(FollowState newState)
 {
     FollowState = newState;
 }
Exemple #15
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        protected override void TickCore(Entity host, RealmTime time, ref object state)
        {
            FollowState s;

            if (state == null)
            {
                s = new FollowState();
            }
            else
            {
                s = (FollowState)state;
            }

            Status = CycleStatus.NotStarted;

            Player player = host.GetPlayerOwner();

            if (player.Owner == null)
            {
                host.Owner.LeaveWorld(host);
                return;
            }

            Vector2 vect;

            switch (s.State)
            {
            case F.DontKnowWhere:
                if (s.RemainingTime > 0)
                {
                    s.RemainingTime -= time.thisTickTimes;
                }
                else
                {
                    s.State = F.Acquired;
                }
                break;

            case F.Acquired:
                if (player == null)
                {
                    s.State         = F.DontKnowWhere;
                    s.RemainingTime = 0;
                    break;
                }
                if (s.RemainingTime > 0)
                {
                    s.RemainingTime -= time.thisTickTimes;
                }

                vect = new Vector2(player.X - host.X, player.Y - host.Y);
                if (vect.Length > 20)
                {
                    host.Move(player.X, player.Y);
                    host.UpdateCount++;
                }
                else if (vect.Length > 1)
                {
                    float dist = host.GetSpeed(1.2f) * (time.thisTickTimes / 1000f);
                    if (vect.Length > 2)
                    {
                        dist = host.GetSpeed(1.2f + ((float)player.Stats[4] / 100)) * (time.thisTickTimes / 1000f);
                    }
                    else if (vect.Length > 3.5)
                    {
                        dist = host.GetSpeed(1.2f + ((float)player.Stats[4] + (float)player.Boost[4] / 100)) * (time.thisTickTimes / 1000f);
                    }
                    else if (vect.Length > 5)
                    {
                        dist = host.GetSpeed(1.3f + ((float)player.Stats[4] + (float)player.Boost[4] / 100)) * (time.thisTickTimes / 1000f);
                    }
                    else if (vect.Length > 6)
                    {
                        dist = host.GetSpeed(1.4f + ((float)player.Stats[4] + (float)player.Boost[4] / 100)) * (time.thisTickTimes / 1000f);
                    }
                    else if (vect.Length > 7)
                    {
                        dist = host.GetSpeed(1.5f + ((float)player.Stats[4] + (float)player.Boost[4] / 100)) * (time.thisTickTimes / 1000f);
                    }

                    Status  = CycleStatus.InProgress;
                    vect.X -= Random.Next(-2, 2) / 2f;
                    vect.Y -= Random.Next(-2, 2) / 2f;
                    vect.Normalize();
                    host.ValidateAndMove(host.X + vect.X * dist, host.Y + vect.Y * dist);
                    host.UpdateCount++;
                }

                break;
            }

            state = s;
        }
Exemple #16
0
 public FollowerAI(Creature creature) : base(creature)
 {
     _updateFollowTimer = 2500;
     _followState       = FollowState.None;
 }
Exemple #17
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 void AddFollowState(FollowState uiFollowState)
 {
     _followState |= uiFollowState;
 }
			public Follow(FollowState followState, User user)
			{
				this.FollowState = followState;
				this.User = user;
			}
Exemple #19
0
        protected override void TickCore(Entity host, RealmTime time, ref object state)
        {
            FollowState s;

            if (state == null)
            {
                s = new FollowState();
            }
            else
            {
                s = (FollowState)state;
            }

            Status = CycleStatus.NotStarted;

            if (host.HasConditionEffect(ConditionEffects.Paralyzed))
            {
                return;
            }

            var pet = host as Pet;

            if (pet != null)
            {
                host.AttackTarget = pet.PlayerOwner;
            }

            var player = host.AttackTarget ?? host.GetNearestEntity(acquireRange, null);

            Vector2 vect;

            switch (s.State)
            {
            case F.DontKnowWhere:
                if (player != null && s.RemainingTime <= 0)
                {
                    s.State = F.Acquired;
                    if (duration > 0)
                    {
                        s.RemainingTime = duration;
                    }
                    goto case F.Acquired;
                }
                else if (s.RemainingTime > 0)
                {
                    s.RemainingTime -= time.ElaspedMsDelta;
                }
                break;

            case F.Acquired:
                if (player == null)
                {
                    s.State         = F.DontKnowWhere;
                    s.RemainingTime = 0;
                    break;
                }
                else if (s.RemainingTime <= 0 && duration > 0)
                {
                    s.State         = F.DontKnowWhere;
                    s.RemainingTime = coolDown.Next(Random);
                    Status          = CycleStatus.Completed;
                    break;
                }
                if (s.RemainingTime > 0)
                {
                    s.RemainingTime -= time.ElaspedMsDelta;
                }

                vect = new Vector2(player.X - host.X, player.Y - host.Y);
                if (vect.Length() > range)
                {
                    Status  = CycleStatus.InProgress;
                    vect.X -= Random.Next(-2, 2) / 2f;
                    vect.Y -= Random.Next(-2, 2) / 2f;
                    vect.Normalize();
                    float dist = host.GetSpeed(speed) * (time.ElaspedMsDelta / 1000f);
                    host.ValidateAndMove(host.X + vect.X * dist, host.Y + vect.Y * dist);
                }
                else
                {
                    Status          = CycleStatus.Completed;
                    s.State         = F.Resting;
                    s.RemainingTime = 0;
                }
                break;

            case F.Resting:
                if (player == null)
                {
                    s.State = F.DontKnowWhere;
                    if (duration > 0)
                    {
                        s.RemainingTime = duration;
                    }
                    break;
                }
                Status = CycleStatus.Completed;
                vect   = new Vector2(player.X - host.X, player.Y - host.Y);
                if (vect.Length() > range + 1)
                {
                    s.State         = F.Acquired;
                    s.RemainingTime = duration;
                    goto case F.Acquired;
                }
                break;
            }

            state = s;
        }
        public bool ValidateFollowState(FollowState followState, int releaseId, int userId)
        {
            FollowState actualFollowState = releaseRepository.GetFollowState(releaseId, userId);

            return(followState == actualFollowState);
        }
Exemple #21
0
        protected override void TickCore(Entity host, RealmTime time, ref object state)
        {
            if ((host as Pet)?.PlayerOwner == null)
            {
                return;
            }
            var         pet = (Pet)host;
            FollowState s;

            if (state == null)
            {
                s               = new FollowState();
                s.State         = F.DontKnowWhere;
                s.RemainingTime = 1000;
            }
            else
            {
                s = (FollowState)state;
            }

            Status = CycleStatus.NotStarted;


            var player = host.Owner.GetEntity(pet.PlayerOwner.Id) as Player;

            if (player == null)
            {
                var tile = host.Owner.Map[(int)host.X, (int)host.Y];
                if (tile.Region != TileRegion.PetRegion)
                {
                    if (!(host.Owner is PetYard))
                    {
                        host.Owner.LeaveWorld(host);
                        Status = CycleStatus.Completed;
                        return;
                    }
                    if (tile.Region != TileRegion.Spawn)
                    {
                        host.Owner.LeaveWorld(host);
                        Status = CycleStatus.Completed;
                        return;
                    }
                }
            }

            Status = CycleStatus.InProgress;

            switch (s.State)
            {
            case F.DontKnowWhere:
                if (s.RemainingTime > 0)
                {
                    s.RemainingTime -= time.ElapsedMsDelta;
                }
                else
                {
                    s.State = F.Acquired;
                }
                break;

            case F.Acquired:
                if (player == null)
                {
                    s.State         = F.DontKnowWhere;
                    s.RemainingTime = 1000;
                    break;
                }
                if (s.RemainingTime > 0)
                {
                    s.RemainingTime -= time.ElapsedMsDelta;
                }

                var vect = new Vector2(player.X - host.X, player.Y - host.Y);
                if (vect.Length() > 20)
                {
                    host.Move(player.X, player.Y);
                }
                else if (vect.Length() > 1)
                {
                    var dist = host.GetSpeed(0.5f) * (time.ElapsedMsDelta / 1000f);
                    if (vect.Length() > 2)
                    {
                        dist = host.GetSpeed(0.7f + ((float)player.Stats[4] / 100)) * (time.ElapsedMsDelta / 1000f);
                    }

                    vect.Normalize();
                    host.ValidateAndMove(host.X + vect.X * dist, host.Y + vect.Y * dist);
                }

                break;
            }

            state = s;
        }
Exemple #22
0
        protected override void TickCore(Entity host, RealmTime time, ref object state)
        {
            FollowState s;

            if (state == null)
            {
                s = new FollowState();
            }
            else
            {
                s = (FollowState)state;
            }

            Status = CycleStatus.NotStarted;

            Player player                = host.GetPlayerOwner();
            Entity pet                   = player.Pet;
            bool   hatchling             = player.HatchlingPet;
            bool   hatchlingNotification = player.HatchlingNotification;

            if (hatchling && !hatchlingNotification)
            {
                NOTIFICATION _notification = new NOTIFICATION
                {
                    Color    = new ARGB(0xFFFFFF),
                    ObjectId = host.Id,
                    Text     = "{\"key\":\"blank\",\"tokens\":{\"data\":\"New Pet!\"}}"
                };

                host.Owner.BroadcastMessage(_notification, null);

                player.HatchlingNotification = true;

                player.SendInfo("Please, leave vault to activate your pet (HP healing, MP healing, follow and shoot behaviors).");
                return;
            }

            if (player.Owner == null || pet == null || host == null)
            {
                pet.Owner.LeaveWorld(host);
                return;
            }

            Vector2 vect = new Vector2(player.X - pet.X, player.Y - pet.Y);

            switch (s.State)
            {
            case F.DontKnowWhere:
                if (s.RemainingTime > 0)
                {
                    s.RemainingTime -= time.ElapsedMsDelta;
                }
                else
                {
                    s.State = F.Acquired;
                }
                break;

            case F.Acquired:
                if (player == null)
                {
                    s.State         = F.DontKnowWhere;
                    s.RemainingTime = 0;
                    break;
                }
                if (s.RemainingTime > 0)
                {
                    s.RemainingTime -= time.ElapsedMsDelta;
                }

                vect = new Vector2(player.X - pet.X, player.Y - pet.Y);

                if (vect.Length > 1 && vect.Length <= 20)
                {
                    float dist = host.EntitySpeed(player.Stats[4] / 10, time);

                    if (vect.Length > 2 && vect.Length <= 3.5)
                    {
                        dist *= 1.75f;
                    }
                    else if (vect.Length > 3.5 && vect.Length <= 5)
                    {
                        dist *= 2f;
                    }
                    else if (vect.Length > 5 && vect.Length <= 6)
                    {
                        dist *= 2.25f;
                    }
                    else if (vect.Length > 6 && vect.Length <= 7)
                    {
                        dist *= 2.75f;
                    }
                    else if (vect.Length > 7 && vect.Length <= 10)
                    {
                        dist *= 3f;
                    }
                    else if (vect.Length > 10 && vect.Length <= 20)
                    {
                        dist *= 3.25f;
                    }

                    Status = CycleStatus.InProgress;
                    vect.Normalize();
                    pet.ValidateAndMove(pet.X + vect.X * dist, pet.Y + vect.Y * dist);
                    pet.UpdateCount++;
                }

                break;
            }

            state = s;
        }
Exemple #23
0
 void Awake()
 {
     followState = new FollowState(this);
     attackState = new AttackState(this);
     reviveState = new ReviveState(this);
 }
        protected override void TickCore(Entity host, RealmTime time, ref object state)
        {
            FollowState s;
            if (state == null) s = new FollowState();
            else s = (FollowState)state;

            Status = CycleStatus.NotStarted;

            Player player = host.GetPlayerOwner();
            if (player.Owner == null)
            {
                host.Owner.LeaveWorld(host);
                return;
            }

            Vector2 vect;
            switch (s.State)
            {
                case F.DontKnowWhere:
                    if (s.RemainingTime > 0)
                        s.RemainingTime -= time.thisTickTimes;
                    else
                        s.State = F.Acquired;
                    break;

                case F.Acquired:
                    if (player == null)
                    {
                        s.State = F.DontKnowWhere;
                        s.RemainingTime = 0;
                        break;
                    }
                    if (s.RemainingTime > 0)
                        s.RemainingTime -= time.thisTickTimes;

                    vect = new Vector2(player.X - host.X, player.Y - host.Y);
                    if (vect.Length > 20)
                    {
                        host.Move(player.X, player.Y);
                        host.UpdateCount++;
                    }
                    else if (vect.Length > 1)
                    {
                        float dist = host.GetSpeed(1.2f) * (time.thisTickTimes / 1000f);
                        if (vect.Length > 2)
                            dist = host.GetSpeed(1.2f + ((float)player.Stats[4] / 100)) * (time.thisTickTimes / 1000f);
                        else if (vect.Length > 3.5)
                            dist = host.GetSpeed(1.2f + ((float)player.Stats[4] + (float)player.Boost[4] / 100)) * (time.thisTickTimes / 1000f);
                        else if (vect.Length > 5)
                            dist = host.GetSpeed(1.3f + ((float)player.Stats[4] + (float)player.Boost[4] / 100)) * (time.thisTickTimes / 1000f);
                        else if (vect.Length > 6)
                            dist = host.GetSpeed(1.4f + ((float)player.Stats[4] + (float)player.Boost[4] / 100)) * (time.thisTickTimes / 1000f);
                        else if (vect.Length > 7)
                            dist = host.GetSpeed(1.5f + ((float)player.Stats[4] + (float)player.Boost[4] / 100)) * (time.thisTickTimes / 1000f);

                        Status = CycleStatus.InProgress;
                        vect.X -= Random.Next(-2, 2) / 2f;
                        vect.Y -= Random.Next(-2, 2) / 2f;
                        vect.Normalize();
                        host.ValidateAndMove(host.X + vect.X * dist, host.Y + vect.Y * dist);
                        host.UpdateCount++;
                    }

                    break;
            }

            state = s;
        }
Exemple #25
0
 bool HasFollowState(FollowState uiFollowState)
 {
     return((_followState & uiFollowState) != 0);
 }
Exemple #26
0
 private static void PrintFollowState(StringBuilder sb, string indention, FollowState followState)
 {
     sb.AppendLine(indention + "[FollowState]");
     sb.AppendLine(indention + Indention + "[UnkFollowId: " + followState.UnkFollowId + "]");
     sb.AppendLine(indention + Indention + "[UnkRange: " + followState.UnkRange + "]");
 }
Exemple #27
0
 void RemoveFollowState(FollowState uiFollowState)
 {
     _followState &= ~uiFollowState;
 }
        protected override void TickCore(Entity host, RealmTime time, ref object state)
        {
            if ((host as Pet)?.PlayerOwner == null) return;
            var pet = (Pet)host;
            FollowState s;
            if (state == null) s = new FollowState();
            else s = (FollowState)state;

            Status = CycleStatus.NotStarted;

            var player = host.GetEntity(pet.PlayerOwner.Id) as Player;
            if (player == null)
            {
                var tile = host.Owner.Map[(int)host.X, (int)host.Y].Clone();
                if (tile.Region != TileRegion.PetRegion)
                {
                    if (!(host.Owner is PetYard))
                    {
                        host.Owner.LeaveWorld(host);
                        return;
                    }
                    if (tile.Region != TileRegion.Spawn)
                    {
                        host.Owner.LeaveWorld(host);
                        return;
                    }
                }
            }

            switch (s.State)
            {
                case F.DontKnowWhere:
                    if (s.RemainingTime > 0)
                        s.RemainingTime -= time.thisTickTimes;
                    else
                        s.State = F.Acquired;
                    break;

                case F.Acquired:
                    if (player == null)
                    {
                        s.State = F.DontKnowWhere;
                        s.RemainingTime = 0;
                        break;
                    }
                    if (s.RemainingTime > 0)
                        s.RemainingTime -= time.thisTickTimes;

                    var vect = new Vector2(player.X - host.X, player.Y - host.Y);
                    if (vect.Length > 20)
                    {
                        host.Move(player.X, player.Y);
                        host.UpdateCount++;
                    }
                    else if (vect.Length > 1)
                    {
                        var dist = host.GetSpeed(0.5f) * (time.thisTickTimes / 1000f);
                        if (vect.Length > 2)
                            dist = host.GetSpeed(0.5f + ((float)player.Stats[4] / 100)) * (time.thisTickTimes / 1000f);
                        else if (vect.Length > 3.5)
                            dist = host.GetSpeed(0.5f + (player.Stats[4] + (float)player.Boost[4] / 100)) * (time.thisTickTimes / 1000f);
                        else if (vect.Length > 5)
                            dist = host.GetSpeed(1.0f + (player.Stats[4] + (float)player.Boost[4] / 100)) * (time.thisTickTimes / 1000f);
                        else if (vect.Length > 6)
                            dist = host.GetSpeed(1.35f + (player.Stats[4] + (float)player.Boost[4] / 100)) * (time.thisTickTimes / 1000f);
                        else if (vect.Length > 7)
                            dist = host.GetSpeed(1.5f + (player.Stats[4] + (float)player.Boost[4] / 100)) * (time.thisTickTimes / 1000f);
                        else if (vect.Length > 10)
                            dist = host.GetSpeed(2f + (player.Stats[4] + (float)player.Boost[4] / 100)) * (time.thisTickTimes / 1000f);

                        Status = CycleStatus.InProgress;
                        vect.Normalize();
                        host.ValidateAndMove(host.X + vect.X * dist, host.Y + vect.Y * dist);
                        host.UpdateCount++;
                    }

                    break;
            }

            state = s;
        }
Exemple #29
0
        protected override void TickCore(Entity host, RealmTime time, ref object state)
        {
            FollowState s;
            if (state == null) s = new FollowState();
            else s = (FollowState) state;

            Status = CycleStatus.NotStarted;

            if (host.HasConditionEffect(ConditionEffects.Paralyzed)) return;

            var player = host.GetNearestEntity(acquireRange, null);
            Vector2 vect;
            switch (s.State)
            {
                case F.DontKnowWhere:
                    if (player != null && s.RemainingTime <= 0)
                    {
                        s.State = F.Acquired;
                        if (duration > 0)
                            s.RemainingTime = duration;
                        goto case F.Acquired;
                    }
                    if (s.RemainingTime > 0)
                        s.RemainingTime -= time.thisTickTimes;
                    break;
                case F.Acquired:
                    if (player == null)
                    {
                        s.State = F.DontKnowWhere;
                        s.RemainingTime = 0;
                        break;
                    }
                    if (s.RemainingTime <= 0 && duration > 0)
                    {
                        s.State = F.DontKnowWhere;
                        s.RemainingTime = coolDown.Next(Random);
                        Status = CycleStatus.Completed;
                        break;
                    }
                    if (s.RemainingTime > 0)
                        s.RemainingTime -= time.thisTickTimes;

                    vect = new Vector2(player.X - host.X, player.Y - host.Y);
                    if (vect.Length() > range)
                    {
                        Status = CycleStatus.InProgress;
                        vect.X -= Random.Next(-2, 2)/2f;
                        vect.Y -= Random.Next(-2, 2)/2f;
                        vect.Normalize();
                        float dist = host.GetSpeed(speed)*(time.thisTickTimes/1000f);
                        host.ValidateAndMove(host.X + vect.X*dist, host.Y + vect.Y*dist);
                        host.UpdateCount++;
                    }
                    else
                    {
                        Status = CycleStatus.Completed;
                        s.State = F.Resting;
                        s.RemainingTime = 0;
                    }
                    break;
                case F.Resting:
                    if (player == null)
                    {
                        s.State = F.DontKnowWhere;
                        if (duration > 0)
                            s.RemainingTime = duration;
                        break;
                    }
                    Status = CycleStatus.Completed;
                    vect = new Vector2(player.X - host.X, player.Y - host.Y);
                    if (vect.Length() > range + 1)
                    {
                        s.State = F.Acquired;
                        s.RemainingTime = duration;
                        goto case F.Acquired;
                    }
                    break;
            }

            state = s;
        }
Exemple #30
0
    public void Move(float distance)
    {
        if (this.state == FollowState.DEAD)
        {
            return;
        }

        float d = GetTotalDistance(BattleControllor.hero.transform.localPosition, this.transform.localPosition);

        if (this.state == FollowState.WAIT_FOLLOW)
        {
            if (d < this.followIndex * Constance.GRID_GAP)
            {
                return;
            }

            this.running = true;
            this.PlayAnimation();

            d = GetTotalDistance(BattleControllor.hero.transform.localPosition, this.transform.localPosition);

            this.state   = FollowState.FOLLOW;
            this.running = true;
            this.PlayAnimation();
        }

        if (d > this.followIndex * Constance.GRID_GAP + 0.02)
        {
            distance += 0.002f;
        }
        else if (d < this.followIndex * Constance.GRID_GAP)
        {
            distance -= 0.002f;
        }

        if (nextPosition.z == -1 && this.paths.Count > 0)
        {
            this.currentDirection = FindDirection();
            this.model.direction  = this.currentDirection;
        }

        if (nextPosition.z == -1)
        {
            _Move(distance);
        }
        else
        {
            float toNext = GetToNextPositionDistance();

            while (distance > toNext)
            {
                _Move(toNext);

                distance -= toNext;

                if (this.paths.Count > 0)
                {
                    this.currentDirection = FindDirection();
                    this.model.direction  = this.currentDirection;
                }

                toNext = GetToNextPositionDistance();

                if (toNext == 0)
                {
                    this.nextPosition.z   = -1;
                    this.currentDirection = BattleControllor.hero.GetDirection();
                    this.model.direction  = this.currentDirection;
                    break;
                }
            }

            _Move(distance);
        }



        if (this.follower != null)
        {
            this.follower.Move(distance);
        }
    }
Exemple #31
0
 private void CmdUpdateState(FollowState state)
 {
     this.state = state;
 }
Exemple #32
0
 /// <summary>
 ///  Will search for the rigidbody inside the spirit object
 /// </summary>
 private void Start()
 {
     this.rb    = this.GetComponent <Rigidbody2D>();
     this.state = FollowState.Staying;
 }
Exemple #33
0
        private bool IsFollowStateValid(FollowState followState, int id)
        {
            int?userId = HttpContext.Session.GetInt32(SessionHolder.SessionUserId);

            return(userId != null && releaseLogic.ValidateFollowState(followState, id, userId.GetValueOrDefault()));
        }
Exemple #34
0
        protected override void TickCore(Entity host, RealmTime time, ref object state)
        {
            FollowState s;

            if (state == null)
            {
                s = new FollowState();
            }
            else
            {
                s = (FollowState)state;
            }

            Status = CycleStatus.NotStarted;

            Player player = host.GetPlayerOwner();

            if (player.Owner == null)
            {
                host.Owner.LeaveWorld(host);
                return;
            }

            switch (s.State)
            {
            case F.DontKnowWhere:
                if (s.RemainingTime > 0)
                {
                    s.RemainingTime -= time.ElapsedMsDelta;
                }
                else
                {
                    s.State = F.Acquired;
                }
                break;

            case F.Acquired:
                if (player == null)
                {
                    s.State         = F.DontKnowWhere;
                    s.RemainingTime = 1000;
                    break;
                }
                if (s.RemainingTime > 0)
                {
                    s.RemainingTime -= time.ElapsedMsDelta;
                }

                var vect = new Vector2(player.X - host.X, player.Y - host.Y);
                if (vect.Length() > 20)
                {
                    host.Move(player.X, player.Y);
                }
                else if (vect.Length() > 1)
                {
                    var dist = host.GetSpeed(0.5f) * (time.ElapsedMsDelta / 1000f);
                    if (vect.Length() > 2)
                    {
                        dist = host.GetSpeed(0.7f + ((float)player.Stats[4] / 100)) * (time.ElapsedMsDelta / 1000f);
                    }

                    vect.Normalize();
                    host.ValidateAndMove(host.X + vect.X * dist, host.Y + vect.Y * dist);
                }

                break;
            }

            state = s;
        }
        protected override void TickCore(Entity host, RealmTime time, ref object state)
        {
            FollowState s;

            if (state == null)
            {
                s = new FollowState();
            }
            else
            {
                s = (FollowState)state;
            }

            Status = CycleStatus.NotStarted;

            if (host.HasConditionEffect(ConditionEffectIndex.Paralyzed))
            {
                return;
            }

            Entity en = host.GetNearestEntity(acquireRange, null);

            if (!(en is Player))
            {
                return;                  //It returned me a enemy, thats why we check for a player here
            }
            Player  player = en as Player;
            Vector2 vect;

            switch (s.State)
            {
            case F.DontKnowWhere:
                if (player != null && s.RemainingTime <= 0)
                {
                    s.State = F.Acquired;
                    if (duration > 0)
                    {
                        s.RemainingTime = duration;
                    }
                    goto case F.Acquired;
                }
                if (s.RemainingTime > 0)
                {
                    s.RemainingTime -= time.thisTickTimes;
                }
                break;

            case F.Acquired:
                if (player == null)
                {
                    s.State         = F.DontKnowWhere;
                    s.RemainingTime = 0;
                    break;
                }
                if (s.RemainingTime <= 0 && duration > 0)
                {
                    s.State         = F.DontKnowWhere;
                    s.RemainingTime = coolDown.Next(Random);
                    Status          = CycleStatus.Completed;
                    break;
                }
                if (s.RemainingTime > 0)
                {
                    s.RemainingTime -= time.thisTickTimes;
                }

                vect = new Vector2(player.X - host.X, player.Y - host.Y);
                if (vect.Length > range)
                {
                    Status  = CycleStatus.InProgress;
                    vect.X -= Random.Next(-2, 2) / 2f;
                    vect.Y -= Random.Next(-2, 2) / 2f;
                    vect.Normalize();
                    float dist = host.GetSpeed(speed) * (time.thisTickTimes / 1000f);
                    host.ValidateAndMove(host.X + vect.X * dist, host.Y + vect.Y * dist);
                    host.UpdateCount++;
                }
                else
                {
                    Status          = CycleStatus.Completed;
                    s.State         = F.Resting;
                    s.RemainingTime = 0;
                }
                break;

            case F.Resting:
                if (player == null)
                {
                    s.State = F.DontKnowWhere;
                    if (duration > 0)
                    {
                        s.RemainingTime = duration;
                    }
                    break;
                }
                Status = CycleStatus.Completed;
                vect   = new Vector2(player.X - host.X, player.Y - host.Y);
                if (vect.Length > range + 1)
                {
                    s.State         = F.Acquired;
                    s.RemainingTime = duration;
                    goto case F.Acquired;
                }
                break;
            }

            state = s;
        }
Exemple #36
0
 void AddFollowState(FollowState uiFollowState)
 {
     m_uiFollowState |= uiFollowState;
 }