Exemple #1
0
    public void InitState()
    {
        stateMachine = gameObject.AddComponent <StateMachine>();

        List <SMEvent> events = new List <SMEvent>();
        Dictionary <string, Func <SMEvent, bool> > callbacks = new Dictionary <string, Func <SMEvent, bool> >();

        MonMoveState moveState = new MonMoveState();

        moveState.statemachine = stateMachine;
        moveState.monCtrl      = this;
        moveState.smEvent      = new SMEvent("move", new List <string>()
        {
            "attack"
        }, "move");
        events.Add(moveState.smEvent);
        moveState.SetEventArray(ref callbacks);

        MonAttackState attackState = new MonAttackState();

        attackState.statemachine = stateMachine;
        attackState.monCtrl      = this;
        attackState.smEvent      = new SMEvent("attack", new List <string>()
        {
            "move"
        }, "attack");
        events.Add(attackState.smEvent);
        attackState.SetEventArray(ref callbacks);

        string initial = "move";

        stateMachine.SetupState(events, callbacks, initial, "", false);
    }
Exemple #2
0
    //Update에서 판단
    void Update()
    {
        //위치 검사용 벡터 계산
        trToPlayerTrVector = Vector3.Normalize(playerTr.position - tr.position);
        //Debug.DrawRay(sightRay.origin, sightRay.direction * sightLengthRange, Color.yellow);    //레이 디버깅

        //죽으면 판단 중지
        if (!isDie)
        {
            //딜레이면 판단 중지
            if (!isInDelay)
            {
                //////시야 판단

                //시야 레이 발사
                sightVector = Vector3.Normalize(SightRayEndPos.position - sightRayStartPos.position);
                sightRay    = new Ray(sightRayStartPos.position, sightVector);

                //각도 계산
                //sightAngle = Vector2.Angle(new Vector2(sightRayStartPos.forward.z, sightRayStartPos.forward.x), new Vector2(sightVector.z, sightVector.x));
                sightAngle = Vector3.Angle(sightRayStartPos.position, SightRayEndPos.position);

                //시야 안에 플레이어가 있는가 판단
                if (sightAngle < sightAngleRange)
                {
                    if (Physics.Raycast(sightRay, out hit, sightLengthRange, inSightLayerMask))
                    {
                        if (hit.distance < sightLengthRange)
                        {
                            if (hit.collider.tag == Tags.Player)
                            {
                                isInSight = true;                                                                    //발견
                                Debug.DrawRay(sightRay.origin, sightRay.direction * sightLengthRange, Color.yellow); //레이 디버깅
                                print("시야 안");
                            }
                            else
                            {
                                isInSight = false;
                                Debug.DrawRay(sightRay.origin, sightRay.direction * sightLengthRange, Color.red);    //레이 디버깅
                                print("시야 밖");
                            }
                        }
                        else
                        {
                            isInSight = false;
                            Debug.DrawRay(sightRay.origin, sightRay.direction * sightLengthRange, Color.red);    //레이 디버깅
                            print("시야 밖");
                        }
                    }
                    else
                    {
                        isInSight = false;
                        Debug.DrawRay(sightRay.origin, sightRay.direction * sightLengthRange, Color.red);    //레이 디버깅
                        print("시야 밖");
                    }
                }
                else
                {
                    isInSight = false;
                    Debug.DrawRay(sightRay.origin, sightRay.direction * sightLengthRange, Color.red);    //레이 디버깅
                    print("시야 밖");
                }
                print("hit " + hit.distance);


                //////행동 판단
                if (isInSight)                                                         //시야 안에 있다
                {
                    float distance = Vector3.Distance(tr.position, playerTr.position); //플레이어와의 거리
                    print(distance);

                    //앞발찍기 범위 내 앞발찍기
                    if (distance < forefootPressRange)
                    {
                        monState       = MonState.Attack;
                        monAttackState = MonAttackState.ForefootPress;
                        print("앞발");
                    }

                    //점프공격 범위 내 점프공격
                    else if ((distance > jumpAttkMinRange) && (distance < jumpAttkMaxRange))
                    {
                        monState       = MonState.Attack;
                        monAttackState = MonAttackState.JumpAttack;
                        print("점프");
                    }

                    //공격 범위 외 플레이어 주시
                    else if (distance > maxAttackRange)
                    {
                        monState         = MonState.Tracking;
                        monTrackingState = MonTrackingState.Look;
                        //주시해오
                        print("주시");
                    }

                    lastPlayerPos = playerTr.position;                                  //플레이어 마지막 위치 변경
                }


                else                                                               //시야 안에 없다
                {
                    float distance = Vector3.Distance(tr.position, lastPlayerPos); //예상 위치와의 거리
                    print(distance);

                    //예상위치에 도달했다
                    if (distance < guessFindedRange)
                    {
                        monState          = MonState.Detection;
                        monDetectionState = MonDetectionState.Idle;
                        print("대기");
                    }

                    //예상 위치 공격 범위 안
                    else if (distance < guessAttackRange)
                    {
                        monState       = MonState.Attack;
                        monAttackState = MonAttackState.BodyPress;
                        print("바디");
                    }
                    else
                    {
                        monState          = MonState.Detection;
                        monDetectionState = MonDetectionState.Lookaround;
                        print("두리번");
                    }
                }

                //다음 판단까지 딜레이
                isInDelay = true;
            }
            else
            {
                //////딜레이 타이머
                delayTimeCounter += Time.deltaTime;

                if (delayTimeCounter > delayTime)
                {
                    isInDelay        = false;
                    delayTimeCounter = 0.0f;
                }
            }
        }

        //////HP가 0 이하 시 사망처리
        if (HP <= 0)
        {
            DieMonster();
        }
    }