private void boarding()
    {
        loadCooldown -= Time.deltaTime;
        if (loadCooldown < 0)
        {
            loadCooldown = interval;

            if (unloadIndex < menCount)
            {
                men[unloadIndex++].setMatch(transporter.transform.position);
            }

            foreach (var man in men.Where((x, i) => i < unloadIndex))
            {
                if (man.reachedDestination)
                {
                    man.setActive(false);
                }
            }
            if (men.All(x => !x.active))
            {
                behaviour = InfantryBehaviourState.Nothing;
            }
        }
    }
    private void setRingFormation()
    {
        var            radius       = .8f;
        List <Vector3> destinations = new List <Vector3>();

        for (int i = 0; i < menCount; i++)
        {
            var offset = Quaternion.AngleAxis(360 * i / (menCount), Vector3.up) * (radius * Vector3.forward) + destination;
            destinations.Add(offset);
        }
        men.ConvertAll(x => x as Matchable <Vector3>).Match(destinations);
        behaviour = InfantryBehaviourState.GettingIntoFormation;
    }
 public void unload(Vector3 pos, Vector3 rally)
 {
     enabled = true;
     initialize();
     transform.position = rally;
     destination        = rally;
     foreach (var man in men)
     {
         man.gameObject.transform.position = pos;
         man.gameObject.SetActive(false);
     }
     setRingFormation();
     unloadIndex = 0;
     behaviour   = InfantryBehaviourState.Unloading;
 }
Exemple #4
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 public void unload(Vector3 pos, Vector3 rally)
 {
     enabled = true;
     initialize();
     transform.position = pos;
     Pathfinder.SetPath(rally, MoveCommandType.Slow);
     foreach (var man in men)
     {
         man.gameObject.transform.position = pos;
         man.gameObject.SetActive(false);
     }
     setRingFormation();
     unloadIndex = 0;
     behaviour   = InfantryBehaviourState.Unloading;
 }
    private void setLineFormation()
    {
        var            seperation   = .4f;
        List <Vector3> destinations = new List <Vector3>();


        var left = Quaternion.AngleAxis(-Mathf.Rad2Deg * finalHeading, Vector3.up) * (seperation * Vector3.forward);

        for (int i = 0; i < menCount; i++)
        {
            var offset = transform.position + left * (i - (menCount - 1) / 2f);
            destinations.Add(offset);
        }
        men.ConvertAll(x => x as Matchable <Vector3>).Match(destinations);
        behaviour = InfantryBehaviourState.GettingIntoFormation;
    }
 private void getIntoFormation()
 {
     if (reachedDestination())
     {
         men.ForEach(x => x.fixFormationOffset(transform.position));
         if (gotDestination)
         {
             moveToDestination();
         }
         else
         {
             ordersDone = true;
             behaviour  = InfantryBehaviourState.Nothing;
         }
     }
 }
    // Update is called once per frame
    void Update()
    {
        base.Update();
        switch (behaviour)
        {
        case InfantryBehaviourState.Boarding:
            boarding();
            break;

        case InfantryBehaviourState.WalkToTransport:
            updatePosition();
            destination = transporter.getRallyPoint();
            if (reachedDestination())
            {
                behaviour = InfantryBehaviourState.Boarding;
            }
            else
            {
                men.ForEach(x => x.setDestination(destination));
            }
            break;

        case InfantryBehaviourState.Unloading:
            unloading();
            getIntoFormation();
            break;

        case InfantryBehaviourState.GettingIntoFormation:
            updatePosition();
            getIntoFormation();
            break;

        case InfantryBehaviourState.MoveToWaypoint:
            updatePosition();
            if (reachedDestination())
            {
                setFormation(Formation.Ring);
                ordersDone = true;
            }
            break;

        case InfantryBehaviourState.Nothing:
            updatePosition();
            break;
        }
        //WRONG
    }
 public void setTransportTarget(TransporterBehaviour transport)
 {
     if (transport == null)
     {
         destination = transform.position;
         setRingFormation();
     }
     else
     {
         transporter = transport;
         destination = transporter.getRallyPoint();
         men.ForEach(x => x.fixFormationOffset(transform.position));
         men.ForEach(x => x.setDestination(destination));
         //gotDestination = false;
         behaviour = InfantryBehaviourState.WalkToTransport;
     }
 }
Exemple #9
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 public void setTransportTarget(TransporterBehaviour transport)
 {
     if (transport == null)
     {
         Pathfinder.SetPath(Pathfinder.NoPosition, MoveCommandType.Fast);
         setRingFormation();
     }
     else
     {
         transporter = transport;
         Pathfinder.SetPath(transporter.getRallyPoint(), MoveCommandType.Fast);
         men.ForEach(x => x.fixFormationOffset(transform.position));
         men.ForEach(x => x.setDestination(Pathfinder.GetDestination()));
         //gotDestination = false;
         behaviour = InfantryBehaviourState.WalkToTransport;
     }
 }
 private void moveToDestination()
 {
     men.ForEach(x => x.setDestination(destination));
     behaviour      = InfantryBehaviourState.MoveToWaypoint;
     gotDestination = false;
 }
Exemple #11
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 private void moveToDestination()
 {
     men.ForEach(x => x.setDestination(Pathfinder.GetDestination()));
     behaviour = InfantryBehaviourState.MoveToWaypoint;
 }