Exemple #1
0
        int EntityHealthLimit = 100; // Health limits for each entity


        public Game(PictureBox field, Size entitySize, MindState mindState, int spawnLimit)
        {
            width               = field.Width;
            height              = field.Height;
            this.entitySize     = entitySize;
            this.mindState      = mindState;
            this.entityesLimits = spawnLimit;
            state               = GameState.doesntInit;
        }
Exemple #2
0
		private void Sleep()
		{
			if (this.state == MindState.Asleep) return;
			if (this.state == MindState.FallingAsleep) return;

			this.state = MindState.FallingAsleep;
			this.eyeOpenTarget = 0.0f;
			this.eyeBlinking = false;
			this.eyeSpeed = Time.SPFMult / MathF.Rnd.NextFloat(1.5f, 3.5f);
			this.DeactivateSpikes();
		}
Exemple #3
0
        private void StartMind(MindState state)
        {
            var ctx = state.Context;
            var go  = state.Component.gameObject;

            ctx.Status = BehaviorContextStatus.None;

            ctx.SetItem("BehaviorFile", state.Component.BehaviorFile);
            ctx.SetItem("GameObjectName", go.name);
            ctx.SetItem("GameObjectId", go.GetInstanceID());
            ctx.SetItem("gameObject", go);
            ctx.SetItem("signalContext", go);
        }
Exemple #4
0
        private void Sleep()
        {
            if (this.state == MindState.Asleep)
            {
                return;
            }
            if (this.state == MindState.FallingAsleep)
            {
                return;
            }

            this.state         = MindState.FallingAsleep;
            this.eyeOpenTarget = 0.0f;
            this.eyeBlinking   = false;
            this.eyeSpeed      = Time.SecondsPerFrame / MathF.Rnd.NextFloat(1.5f, 3.5f);
            this.DeactivateSpikes();
        }
Exemple #5
0
        private void Awake()
        {
            if (this.state == MindState.Idle)
            {
                return;
            }
            if (this.state == MindState.Awaking)
            {
                return;
            }

            this.state         = MindState.Awaking;
            this.eyeOpenTarget = 1.0f;
            this.eyeBlinking   = false;
            this.eyeSpeed      = Time.SecondsPerFrame / MathF.Rnd.NextFloat(1.0f, 1.5f);

            this.RandomizeBlinkTimer();
        }
Exemple #6
0
        public void Add(Mind mind)
        {
            Assert.IsFalse(minds.Any(x => x.Component == mind));

            var state = new MindState(mind);

            state.Tree = this.behaviorTreeFactory.Create(mind.BehaviorFile);

            state.Context = new BehaviorContext(
                string.Format("{0}-{1}",
                              mind.gameObject.name,
                              mind.gameObject.GetInstanceID()),
                state.Tree.Root);

            minds.Add(state);

            StartMind(state);
        }
Exemple #7
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        private void StopMind(MindState state, bool recycle)
        {
            // Mind could already have been stopped if MindCoordinator was destroyed first
            if (state.IsMindStarted)
            {
                state.Tree.Root.Stop(state.Tree.Root.GetNode(state.Context));

                // remove any schedule that might have been added in this game loop
                this.scheduler.Unschedule(state.Context);

                if (recycle)
                {
                    state.Context.Reset();
                }
                else
                {
                    state.Context.Dispose();
                }
            }

            state.IsMindStarted = false;
        }
Exemple #8
0
    protected override void Update()
    {
        // Find Target
        if (!target)
        {
            FindTarget();
        }

        switch (state)
        {
        case MindState.FLEEING:
            target = startingPoint;
            agent.SetDestination(target.position);     // start the enemy moving toward its target
            animator.SetBool("moving", true);

            if (HasReachedTarget())
            {
                if (target.CompareTag("SpawnPoint"))     // If the enemy has returned to their spawn point
                {
                    GameManager.NumOfChildren--;
                    Destroy(gameObject);
                }
            }
            break;

        case MindState.CHASING:
            if (timeTilRefresh < 0)     // A timer to keep this from getting calculated every frame
            {
                FindTarget();

                timeTilRefresh = refreshTime;
            }
            else
            {
                timeTilRefresh -= Time.deltaTime;
            }

            agent.SetDestination(target.position);     // start the enemy moving toward its target
            animator.SetBool("moving", true);

            // Check if target is child and enemy is close enough to pick it up
            if (target.CompareTag("Target") && HasReachedTarget())
            {
                if (target.parent.gameObject.GetComponentInChildren <Interactable>().pickedUp || !target.gameObject.activeInHierarchy)
                {
                    Debug.Log("My target is already taken");
                    FindTarget();
                    return;
                }

                state = MindState.FLEEING;

                PickUpObject(target.parent.gameObject.GetComponentInChildren <Interactable>());
            }
            else if (HasReachedAttackTarget())     // If the enemy is close enough to attack
            {
                if (Time.time >= nextAttackTime)
                {
                    // Make sure the enemy has a line of sight to the player
                    // if (!Physics.Linecast(transform.position, target.position, attackLayers))
                    // if (!Physics.Linecast(transform.position, target.position))
                    {
                        // Play attack animation
                        animator.SetTrigger("attack");
                        animator.SetBool("moving", false);

                        // Resest navmesh path
                        agent.ResetPath();

                        // Change to attacking state
                        // Stops enemy from moving while attacking
                        nextAttackTime = Time.time + attackTime;     // timer for returning to chase state
                        state          = MindState.ATTACKING;

                        // Do the actual attacking
                        StartCoroutine(Attack(attackDelay));

                        IEnumerator Attack(float delay)
                        {
                            yield return(new WaitForSeconds(delay));

                            currentWeapon.target = target.transform.position + Vector3.up * 2;
                            currentWeapon.Attack();
                        }
                    }
                }
                FaceTarget();
            }
            break;

        case MindState.ATTACKING:
            // Make sure to properly face the target
            FaceTarget();

            // Return to chasing state when appropriate
            if (Time.time >= nextAttackTime)
            {
                state = MindState.CHASING;
                // nextAttackTime = Time.time + 1f / attackRate; // reset time for next attack
            }
            break;
        } // end switch

        base.Update();
    }
Exemple #9
0
		private void Awake()
		{
			if (this.state == MindState.Idle) return;
			if (this.state == MindState.Awaking) return;

			this.state = MindState.Awaking;
			this.eyeOpenTarget = 1.0f;
			this.eyeBlinking = false;
			this.eyeSpeed = Time.SPFMult / MathF.Rnd.NextFloat(1.0f, 1.5f);

			this.RandomizeBlinkTimer();
		}
Exemple #10
0
		void ICmpUpdatable.OnUpdate()
		{
			EnemyBlueprint blueprint = this.blueprint.Res;
			Transform transform = this.GameObj.Transform;
			RigidBody body = this.GameObj.GetComponent<RigidBody>();
			Ship ship = this.GameObj.GetComponent<Ship>();

			// Calculate distress caused by going in a different direction than desired
			float moveDistress = 0.0f;
			if (body.LinearVelocity.Length > 1.0f)
			{
				Vector2 actualVelocityDir = body.LinearVelocity.Normalized;
				Vector2 desiredVelocityDir = ship.TargetThrust;
				float desiredDirectionFactor = Vector2.Dot(actualVelocityDir, desiredVelocityDir);
				moveDistress = MathF.Clamp(1.0f - desiredDirectionFactor, 0.0f, 1.0f) * MathF.Clamp(body.LinearVelocity.Length - 0.5f, 0.0f, 1.0f);
			}

			// Do AI state handling stuff
			float moveTowardsEnemyRatio = 0.0f;
			switch (this.state)
			{
				case MindState.Asleep:
				{
					// Wake up, if there is a player near
					float nearestDist;
					GameObject nearestObj = this.GetNearestPlayerObj(out nearestDist);
					if (nearestObj != null && nearestDist <= WakeupDist && this.HasLineOfSight(nearestObj, true))
					{
						this.Awake();
					}

					// Don't move actively
					ship.TargetThrust = Vector2.Zero;
					ship.TargetAngle = MathF.Rnd.NextFloat(-MathF.RadAngle30, MathF.RadAngle30);
					ship.TargetAngleRatio = 0.0f;
					break;
				}
				case MindState.FallingAsleep:
				{
					if (this.eyeOpenValue <= 0.0001f)
						this.state = MindState.Asleep;
					break;
				}
				case MindState.Awaking:
				{
					if (this.eyeOpenValue >= 0.9999f)
						this.state = MindState.Idle;
					break;
				}
				case MindState.Idle:
				{
					// Follow, if there is a player near
					float nearestDist;
					GameObject nearestObj = this.GetNearestPlayerObj(out nearestDist);
					if (nearestObj != null && this.HasLineOfSight(nearestObj, false))
					{
						if (behavior.HasFlag(BehaviorFlags.Chase))
						{
							Transform nearestObjTransform = nearestObj.Transform;
							Vector2 targetDiff = nearestObjTransform.Pos.Xy - transform.Pos.Xy;
							ship.TargetThrust = targetDiff / MathF.Max(targetDiff.Length, 25.0f);
							moveTowardsEnemyRatio = ship.TargetThrust.Length;
						}
						else
						{
							ship.TargetThrust = Vector2.Zero;
						}
						ship.TargetAngle += 0.001f * Time.TimeMult;
						ship.TargetAngleRatio = 0.1f;

						this.idleTimer = MathF.Rnd.NextFloat(0.0f, SleepTime * 0.25f);
						
						if (nearestDist <= SpikeAttackMoveDist)
						{
							moveDistress = 0.0f;
							if (!this.spikesActive)
								this.ActivateSpikes();
						}
						else if (ship.TargetThrust.Length > 0.1f)
						{
							if (this.spikesActive)
								this.DeactivateSpikes();
						}
					}
					// Try to stay in place otherwise
					else
					{
						ship.TargetThrust = -body.LinearVelocity / MathF.Max(body.LinearVelocity.Length, ship.Blueprint.Res.MaxSpeed);
						ship.TargetAngleRatio = 0.1f;
						this.idleTimer += Time.MsPFMult * Time.TimeMult;
						
						if (this.spikesActive)
							this.DeactivateSpikes();
					}

					// Blink occasionally
					this.blinkTimer -= Time.MsPFMult * Time.TimeMult;
					if (this.blinkTimer <= 0.0f)
					{
						this.RandomizeBlinkTimer();
						this.BlinkEye();
					}

					// Go to sleep if nothing happens.
					if (this.idleTimer > SleepTime)
					{
						this.Sleep();
					}
					break;
				}
			}

			// Udpate the eyes state and visual appearance
			{
				float actualTarget = MathF.Clamp(this.eyeOpenTarget - moveDistress * 0.35f, 0.0f, 1.0f);
				float eyeDiff = MathF.Abs(actualTarget - this.eyeOpenValue);
				float eyeChange = MathF.Sign(actualTarget - this.eyeOpenValue) * MathF.Min(this.eyeSpeed, eyeDiff);

				this.eyeOpenValue = MathF.Clamp(this.eyeOpenValue + eyeChange * Time.TimeMult, 0.0f, 1.0f);
				if (this.eyeBlinking && this.eyeOpenValue <= this.eyeOpenTarget + 0.0001f) this.eyeOpenTarget = 1.0f;

				if (this.eye != null)
				{
					this.eye.AnimTime = this.eyeOpenValue;
				}
			}

			// Update the spikes state and visual appearance
			for (int i = 0; i < this.spikeState.Length; i++)
			{
				float actualTarget = MathF.Clamp(this.spikeState[i].OpenTarget - moveDistress, 0.0f, 1.0f);
				if (actualTarget > this.spikeState[i].OpenValue)
				{
					Vector2 spikeDir;
					switch (i)
					{
						default:
						case 0: spikeDir = new Vector2(1, -1); break;
						case 1: spikeDir = new Vector2(1, 1); break;
						case 2: spikeDir = new Vector2(-1, 1); break;
						case 3: spikeDir = new Vector2(-1, -1); break;
					}

					Vector2 spikeBeginWorld = transform.GetWorldPoint(spikeDir * 4);
					Vector2 spikeEndWorld = transform.GetWorldPoint(spikeDir * 11);
					bool hitAnything = false;
					RigidBody.RayCast(spikeBeginWorld, spikeEndWorld, data => 
					{
						if (data.Shape.IsSensor) return -1;
						if (data.Body == body) return -1;

						Ship otherShip = data.GameObj.GetComponent<Ship>();
						if (otherShip != null && otherShip.Owner != null) return -1;

						hitAnything = true;
						return 0;
					});

					if (hitAnything)
					{
						actualTarget = 0.0f;
					}
				}

				float spikeMoveDir = MathF.Sign(actualTarget - this.spikeState[i].OpenValue);
				this.spikeState[i].OpenValue = MathF.Clamp(this.spikeState[i].OpenValue + spikeMoveDir * this.spikeState[i].Speed * Time.TimeMult, 0.0f, 1.0f);
				if (this.spikeState[i].Blinking && this.spikeState[i].OpenValue <= this.spikeState[i].OpenTarget + 0.0001f)
				{
					this.spikeState[i].OpenTarget = 1.0f;
					this.spikeState[i].Speed = Time.SPFMult / MathF.Rnd.NextFloat(0.25f, 1.0f);
				}

				// If we're extending a spike where the sensor has already registered a contact, explode
				if (this.spikeState[i].OpenValue > 0.75f && this.spikeState[i].ContactCount > 0)
					this.FireExplosives();
			}
			if (this.spikes != null)
			{
				for (int i = 0; i < this.spikes.Length; i++)
				{
					if (this.spikes[i] == null) continue;
					Rect spikeRect = this.spikes[i].Rect;

					spikeRect.Y = MathF.Lerp(3.5f, -4.5f, this.spikeState[i].OpenValue);

					this.spikes[i].Rect = spikeRect;
				}
			}

			// Make a sound while moving
			if (blueprint.MoveSound != null)
			{
				// Determine the target volume
				float targetVolume = MathF.Clamp(moveTowardsEnemyRatio, 0.0f, 1.0f);

				// Clean up disposed loop
				if (this.moveSoundLoop != null && this.moveSoundLoop.Disposed)
					this.moveSoundLoop = null;

				// Start the loop when requested
				if (targetVolume > 0.0f && this.moveSoundLoop == null)
				{
					this.moveSoundLoop = DualityApp.Sound.PlaySound3D(blueprint.MoveSound, this.GameObj);
					this.moveSoundLoop.Looped = true;
				}

				// Configure existing loop and dispose it when no longer needed
				if (this.moveSoundLoop != null)
				{
					this.moveSoundLoop.Volume += (targetVolume - this.moveSoundLoop.Volume) * 0.05f * Time.TimeMult;
					if (this.moveSoundLoop.Volume <= 0.05f)
					{
						this.moveSoundLoop.FadeOut(0.1f);
						this.moveSoundLoop = null;
					}
				}
			}

			// Make a danger sound while moving with spikes out
			if (blueprint.AttackSound != null)
			{
				// Determine the target volume
				float targetVolume = this.spikesActive ? MathF.Clamp(moveTowardsEnemyRatio, 0.25f, 1.0f) : 0.0f;

				// Clean up disposed loop
				if (this.dangerSoundLoop != null && this.dangerSoundLoop.Disposed)
					this.dangerSoundLoop = null;

				// Start the loop when requested
				if (targetVolume > 0.0f && this.dangerSoundLoop == null)
				{
					this.dangerSoundLoop = DualityApp.Sound.PlaySound3D(blueprint.AttackSound, this.GameObj);
					this.dangerSoundLoop.Looped = true;
				}

				// Configure existing loop and dispose it when no longer needed
				if (this.dangerSoundLoop != null)
				{
					this.dangerSoundLoop.Volume += (targetVolume - this.dangerSoundLoop.Volume) * 0.1f * Time.TimeMult;
					if (this.dangerSoundLoop.Volume <= 0.05f)
					{
						this.dangerSoundLoop.FadeOut(0.1f);
						this.dangerSoundLoop = null;
					}
				}
			}
		}
Exemple #11
0
        void ICmpUpdatable.OnUpdate()
        {
            EnemyBlueprint blueprint = this.blueprint.Res;
            Transform      transform = this.GameObj.Transform;
            RigidBody      body      = this.GameObj.GetComponent <RigidBody>();
            Ship           ship      = this.GameObj.GetComponent <Ship>();

            // Calculate distress caused by going in a different direction than desired
            float moveDistress = 0.0f;

            if (body.LinearVelocity.Length > 1.0f)
            {
                Vector2 actualVelocityDir      = body.LinearVelocity.Normalized;
                Vector2 desiredVelocityDir     = ship.TargetThrust;
                float   desiredDirectionFactor = Vector2.Dot(actualVelocityDir, desiredVelocityDir);
                moveDistress = MathF.Clamp(1.0f - desiredDirectionFactor, 0.0f, 1.0f) * MathF.Clamp(body.LinearVelocity.Length - 0.5f, 0.0f, 1.0f);
            }

            // Do AI state handling stuff
            float moveTowardsEnemyRatio = 0.0f;

            switch (this.state)
            {
            case MindState.Asleep:
            {
                // Wake up, if there is a player near
                float      nearestDist;
                GameObject nearestObj = this.GetNearestPlayerObj(out nearestDist);
                if (nearestObj != null && nearestDist <= WakeupDist && this.HasLineOfSight(nearestObj, true))
                {
                    this.Awake();
                }

                // Don't move actively
                ship.TargetThrust     = Vector2.Zero;
                ship.TargetAngle      = MathF.Rnd.NextFloat(-MathF.RadAngle30, MathF.RadAngle30);
                ship.TargetAngleRatio = 0.0f;
                break;
            }

            case MindState.FallingAsleep:
            {
                if (this.eyeOpenValue <= 0.0001f)
                {
                    this.state = MindState.Asleep;
                }
                break;
            }

            case MindState.Awaking:
            {
                if (this.eyeOpenValue >= 0.9999f)
                {
                    this.state = MindState.Idle;
                }
                break;
            }

            case MindState.Idle:
            {
                // Follow, if there is a player near
                float      nearestDist;
                GameObject nearestObj = this.GetNearestPlayerObj(out nearestDist);
                if (nearestObj != null && this.HasLineOfSight(nearestObj, false))
                {
                    if (this.behavior.HasFlag(BehaviorFlags.Chase))
                    {
                        Transform nearestObjTransform = nearestObj.Transform;
                        Vector2   targetDiff          = nearestObjTransform.Pos.Xy - transform.Pos.Xy;
                        ship.TargetThrust     = targetDiff / MathF.Max(targetDiff.Length, 25.0f);
                        moveTowardsEnemyRatio = ship.TargetThrust.Length;
                    }
                    else
                    {
                        ship.TargetThrust = Vector2.Zero;
                    }
                    ship.TargetAngle     += 0.001f * Time.TimeMult;
                    ship.TargetAngleRatio = 0.1f;

                    this.idleTimer = MathF.Rnd.NextFloat(0.0f, SleepTime * 0.25f);

                    if (nearestDist <= SpikeAttackMoveDist)
                    {
                        moveDistress = 0.0f;
                        if (!this.spikesActive)
                        {
                            this.ActivateSpikes();
                        }
                    }
                    else if (ship.TargetThrust.Length > 0.1f)
                    {
                        if (this.spikesActive)
                        {
                            this.DeactivateSpikes();
                        }
                    }
                }
                // Try to stay in place otherwise
                else
                {
                    ship.TargetThrust     = -body.LinearVelocity / MathF.Max(body.LinearVelocity.Length, ship.Blueprint.Res.MaxSpeed);
                    ship.TargetAngleRatio = 0.1f;
                    this.idleTimer       += Time.MillisecondsPerFrame * Time.TimeMult;

                    if (this.spikesActive)
                    {
                        this.DeactivateSpikes();
                    }
                }

                // Blink occasionally
                this.blinkTimer -= Time.MillisecondsPerFrame * Time.TimeMult;
                if (this.blinkTimer <= 0.0f)
                {
                    this.RandomizeBlinkTimer();
                    this.BlinkEye();
                }

                // Go to sleep if nothing happens.
                if (this.idleTimer > SleepTime)
                {
                    this.Sleep();
                }
                break;
            }
            }

            // Udpate the eyes state and visual appearance
            {
                float actualTarget = MathF.Clamp(this.eyeOpenTarget - moveDistress * 0.35f, 0.0f, 1.0f);
                float eyeDiff      = MathF.Abs(actualTarget - this.eyeOpenValue);
                float eyeChange    = MathF.Sign(actualTarget - this.eyeOpenValue) * MathF.Min(this.eyeSpeed, eyeDiff);

                this.eyeOpenValue = MathF.Clamp(this.eyeOpenValue + eyeChange * Time.TimeMult, 0.0f, 1.0f);
                if (this.eyeBlinking && this.eyeOpenValue <= this.eyeOpenTarget + 0.0001f)
                {
                    this.eyeOpenTarget = 1.0f;
                }

                if (this.eye != null)
                {
                    this.eye.AnimTime = this.eyeOpenValue;
                }
            }

            // Update the spikes state and visual appearance
            for (int i = 0; i < this.spikeState.Length; i++)
            {
                float actualTarget = MathF.Clamp(this.spikeState[i].OpenTarget - moveDistress, 0.0f, 1.0f);
                if (actualTarget > this.spikeState[i].OpenValue)
                {
                    Vector2 spikeDir;
                    switch (i)
                    {
                    default:
                    case 0: spikeDir = new Vector2(1, -1); break;

                    case 1: spikeDir = new Vector2(1, 1); break;

                    case 2: spikeDir = new Vector2(-1, 1); break;

                    case 3: spikeDir = new Vector2(-1, -1); break;
                    }

                    Vector2 spikeBeginWorld = transform.GetWorldPoint(spikeDir * 4);
                    Vector2 spikeEndWorld   = transform.GetWorldPoint(spikeDir * 11);
                    bool    hitAnything     = false;
                    this.Scene.Physics.RayCast(spikeBeginWorld, spikeEndWorld, data =>
                    {
                        if (data.Shape.IsSensor)
                        {
                            return(-1);
                        }
                        if (data.Body == body)
                        {
                            return(-1);
                        }

                        Ship otherShip = data.GameObj.GetComponent <Ship>();
                        if (otherShip != null && otherShip.Owner != null)
                        {
                            return(-1);
                        }

                        hitAnything = true;
                        return(0);
                    });

                    if (hitAnything)
                    {
                        actualTarget = 0.0f;
                    }
                }

                float spikeMoveDir = MathF.Sign(actualTarget - this.spikeState[i].OpenValue);
                this.spikeState[i].OpenValue = MathF.Clamp(this.spikeState[i].OpenValue + spikeMoveDir * this.spikeState[i].Speed * Time.TimeMult, 0.0f, 1.0f);
                if (this.spikeState[i].Blinking && this.spikeState[i].OpenValue <= this.spikeState[i].OpenTarget + 0.0001f)
                {
                    this.spikeState[i].OpenTarget = 1.0f;
                    this.spikeState[i].Speed      = Time.SecondsPerFrame / MathF.Rnd.NextFloat(0.25f, 1.0f);
                }

                // If we're extending a spike where the sensor has already registered a contact, explode
                if (this.spikeState[i].OpenValue > 0.75f && this.spikeState[i].ContactCount > 0)
                {
                    this.FireExplosives();
                }
            }
            if (this.spikes != null)
            {
                for (int i = 0; i < this.spikes.Length; i++)
                {
                    if (this.spikes[i] == null)
                    {
                        continue;
                    }
                    Rect spikeRect = this.spikes[i].Rect;

                    spikeRect.Y = MathF.Lerp(3.5f, -4.5f, this.spikeState[i].OpenValue);

                    this.spikes[i].Rect = spikeRect;
                }
            }

            // Make a sound while moving
            if (blueprint.MoveSound != null)
            {
                // Determine the target volume
                float targetVolume = MathF.Clamp(moveTowardsEnemyRatio, 0.0f, 1.0f);

                // Clean up disposed loop
                if (this.moveSoundLoop != null && this.moveSoundLoop.Disposed)
                {
                    this.moveSoundLoop = null;
                }

                // Start the loop when requested
                if (targetVolume > 0.0f && this.moveSoundLoop == null)
                {
                    this.moveSoundLoop        = DualityApp.Sound.PlaySound3D(blueprint.MoveSound, this.GameObj, true);
                    this.moveSoundLoop.Looped = true;
                }

                // Configure existing loop and dispose it when no longer needed
                if (this.moveSoundLoop != null)
                {
                    this.moveSoundLoop.Volume += (targetVolume - this.moveSoundLoop.Volume) * 0.05f * Time.TimeMult;
                    if (this.moveSoundLoop.Volume <= 0.05f)
                    {
                        this.moveSoundLoop.FadeOut(0.1f);
                        this.moveSoundLoop = null;
                    }
                }
            }

            // Make a danger sound while moving with spikes out
            if (blueprint.AttackSound != null)
            {
                // Determine the target volume
                float targetVolume = this.spikesActive ? MathF.Clamp(moveTowardsEnemyRatio, 0.25f, 1.0f) : 0.0f;

                // Clean up disposed loop
                if (this.dangerSoundLoop != null && this.dangerSoundLoop.Disposed)
                {
                    this.dangerSoundLoop = null;
                }

                // Start the loop when requested
                if (targetVolume > 0.0f && this.dangerSoundLoop == null)
                {
                    this.dangerSoundLoop        = DualityApp.Sound.PlaySound3D(blueprint.AttackSound, this.GameObj, true);
                    this.dangerSoundLoop.Looped = true;
                }

                // Configure existing loop and dispose it when no longer needed
                if (this.dangerSoundLoop != null)
                {
                    this.dangerSoundLoop.Volume += (targetVolume - this.dangerSoundLoop.Volume) * 0.1f * Time.TimeMult;
                    if (this.dangerSoundLoop.Volume <= 0.05f)
                    {
                        this.dangerSoundLoop.FadeOut(0.1f);
                        this.dangerSoundLoop = null;
                    }
                }
            }
        }
Exemple #12
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 /// <summary>
 /// Create new need with:
 /// </summary>
 /// <param name="mindState">Need type</param>
 /// <param name="increment">Need desire rate</param>
 public Need(MindState mindState, float increment)
 {
     this.Max = 5000000;
     this.Min = 0;
     this.increment = increment;
     this.satisfactionThreshold = DefaultThreshold;
     this.MindState = mindState;
 }
Exemple #13
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 /// <summary>
 /// begins a new process flow, usually on the event of a current need change
 /// </summary>
 /// <param name="mindState">The new current need type</param>
 private void startNewProcess(MindState mindState)
 {
     switch (mindState) {
         case MindState.Thirsty:
             thoughtProcess = new BarProcess(boid, drinkNeed);
             break;
         case MindState.Dancey:
             thoughtProcess = new DanceProcess(boid, danceNeed);
             break;
         case MindState.Incontenent:
             thoughtProcess = new ToiletProcess(boid, toiletNeed);
             break;
         default:
             throw new ArgumentOutOfRangeException();
     }
 }
Exemple #14
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 public void setMind(MindState m)
 {
     this.mindState = m;
 }