Exemple #1
0
    // looking any available wp 2, and switch to the walking wp 2 state
    // if not, switch to the looking for waiting point state
    void Looking_For_WP_2()
    {
        // if the place is null, return to looking for wp 1 state
        if (!place)
        {
            state = STATE.Looking_WP_1;
            return;
        }

        spot = place.Any_Available_Spot();

        // find a available spot
        if (spot)
        {
            // switch to walking
            state = STATE.Walking_to_WP_2;
            // set the destination
            agent.SetDestination(spot.transform.position);
            // play animation.
            role_controller.Play_Animation(HHK_Role_Controller.Walk);
            agent.speed = speed_walk;
        }
        // go to the waiting point
        // if there is no any waiting point, go back to the looking for wp 1 state
        else
        {
            if (place.waittingPoint)
            {
                // get the waiting point;
                waiting_point = place.waittingPoint;
                // go to the waitting line
                state = STATE.Walking_to_Waiting_Point;
                // join the line, and get the index of the line,
                // otherwise, looking for the next wp 1
                if (!waiting_point.Join_To_This_Place(role))
                {
                    state = STATE.Looking_WP_1;
                    return;
                }
                index_of_waiting_line = waiting_point.Get_My_Index(role);
                // set the destination
                agent.SetDestination(waiting_point.Get_My_Position(role));
                // play animation.
                role_controller.Play_Animation(HHK_Role_Controller.Walk);
                agent.speed = speed_walk;
            }
            // switch to walking
            else
            {
                state = STATE.Looking_WP_1;
            }
        }
    }
Exemple #2
0
    // walking to the waiting point
    // keep checking the new waiting index of the line
    // keep checking any availabe spot
    void Walking_to_Waiting_Point()
    {
        if (!waiting_point)
        {
            state = STATE.Looking_WP_1;
            return;
        }

        // if at the right position, switch to the in spot state
        if (agent.desiredVelocity.magnitude <= speed_for_stop_limit)
        {
            state = STATE.In_Waiting_Line;
            // stop
            // agent.Stop();
            // play animation.
            role_controller.Play_Animation(HHK_Role_Controller.Idle);
        }

        // keep checking the new waiting index of the line, move to the new position
        if (index_of_waiting_line != waiting_point.Get_My_Index(role))
        {
            // go to the waitting line
            state = STATE.Walking_to_Waiting_Point;
            // join the line, and get the index of the line
            index_of_waiting_line = waiting_point.Get_My_Index(role);
            // set the destination
            agent.SetDestination(waiting_point.Get_My_Position(role));
            // play animation.
            role_controller.Play_Animation(HHK_Role_Controller.Walk);
            agent.speed = speed_walk;
        }

        // keep checking any availabe spot
        if (index_of_waiting_line == 0)
        {
            spot = place.Any_Available_Spot();
            if (spot)
            {
                // switch to walking to wp 2
                state = STATE.Walking_to_WP_2;
                // leave this place
                waiting_point.Leave_From_This_Place(role);
                // join the wp2
                spot.Join_From_The_Waiting_Line(role);
                // set the destination
                agent.SetDestination(spot.transform.position);
                // play animation
                role_controller.Play_Animation(HHK_Role_Controller.Walk);
                agent.speed = speed_walk;
            }
        }
    }
    // in the waiting line
    // keep checking the new waiting index of the line
    // keep checking any availabe spot
    void In_the_Waiting_Line()
    {
        role_controller.Play(HHK_Role_Controller.AnimName.idle);
        if (!waiting_point)
        {
            state = STATE.Looking_WP_1;
            return;
        }

        // rotataion
        transform.rotation = Quaternion.Lerp(transform.rotation, waiting_point.transform.rotation,
                                             agent.angularSpeed * Time.deltaTime);

        // keep checking the new waiting index of the line, move to the new position
        if (index_of_waiting_line != waiting_point.Get_My_Index(role))
        {
            // go to the new waiting position
            state = STATE.Walking_to_Waiting_Point;
            // join the line, and get the index of the line
            index_of_waiting_line = waiting_point.Get_My_Index(role);
            // set the destination
            agent.SetDestination(waiting_point.Get_My_Position(role));
            // play animation.
            role_controller.Play(HHK_Role_Controller.AnimName.motion);
            agent.speed = speed_walk;
        }

        // keep checking any availabe spot
        if (index_of_waiting_line == 0)
        {
            spot = place.Any_Available_Spot();
            if (spot)
            {
                // switch to walking to wp 2
                state = STATE.Walking_to_WP_2;
                // leave this place
                waiting_point.Leave_From_This_Place(role);
                // join the wp2
                spot.Join_From_The_Waiting_Line(role);
                // set the destination
                agent.SetDestination(spot.transform.position);
                // play animation
                role_controller.Play(HHK_Role_Controller.AnimName.motion);
                agent.speed = speed_walk;
            }
        }
    }
Exemple #4
0
    // in the waiting line
    // keep checking the new waiting index of the line
    // keep checking any availabe spot
    void In_the_Waiting_Line()
    {
        if (!waiting_point)
        {
            state = STATE.Looking_WP_1;
            return;
        }

        // keep checking the new waiting index of the line, move to the new position
        if (index_of_waiting_line != waiting_point.Get_My_Index(role))
        {
            // go to the new waiting position
            state = STATE.Walking_to_Waiting_Point;
            // join the line, and get the index of the line
            index_of_waiting_line = waiting_point.Get_My_Index(role);
            // set the destination
            agent.SetDestination(waiting_point.Get_My_Position(role));
            // play animation.
        }

        // keep checking any availabe spot
        if (index_of_waiting_line == 0)
        {
            spot = place.Any_Available_Spot();
            if (spot)
            {
                // switch to walking to wp 2
                state = STATE.Walking_to_WP_2;
                // leave this place
                waiting_point.Leave_From_This_Place(role);
                // join the wp2
                spot.Join_From_The_Waiting_Line(role);
                // set the destination
                agent.SetDestination(spot.transform.position);
                // play animation
            }
        }
    }