Exemple #1
0
    //A substate of Searching
    private void CheckingLastPosition()
    {
        //Debug.Log("Still checking position");
        agent.destination = searchPosition;

        if (targetIsVisible)
        {
            ToChasing();
            return;
        }

        //If we've reached the spot where we last heard/saw the player, check furniture
        if ((transform.position - searchPosition).magnitude < agent.stoppingDistance)
        {
            Collider2D hidingSpot = Physics2D.OverlapCircle(transform.position, 1.5f);
            if (hidingSpot != null && hidingSpot.transform.tag == "Furniture")
            {
                if (!hidingSpot.gameObject.GetComponent <Furniture_Controller>().GetIsEmpty())
                {
                    Debug.Log("Player Found!");
                }
            }

            furnitureIndex        = 0;
            searchTime            = 0f;
            potentialFurniture    = null;
            currentSearchingState = SearchingSubState.CheckingFurniture;
            return;
        }
    }
Exemple #2
0
    private void ToSearching()
    {
        //Reset all relevant variables, including the time we've been searching
        //(now zero), and where we last saw/heard the player.

        searchPosition = new Vector3(targetLocation.position.x, targetLocation.position.y, 0f);

        currentState          = MonsterState.Searching;
        currentSearchingState = SearchingSubState.CheckingLastPosition;

        //CurrentStateText = "Current State: Searching";
        //CurrentSubstateText = "SubState: None";
    }
    private void CheckingLastPosition()
    {
        monster.SetDestination();

        if (monster.TargetIsVisible())
        {
            ToMonsterChaseState();
            return;
        }

        //Debug.Log("Test : " + (monster.transform.position - monster.searchPosition).magnitude + "\nStopping Distance: " + monster.agent.stoppingDistance);

        //If we've reached the spot where we last heard/saw the player, check furniture
        if ((monster.proxyLocation.position - monster.agent.destination).magnitude < furnitureCheckDistance)//TODO DELETE(monster.transform.position - monster.searchPosition).magnitude < (furnitureCheckDistance) || monster.agent.destination == monster.agent.transform.position)
        {
            Collider2D hidingSpot = Physics2D.OverlapCircle(monster.transform.position, 1.5f);
            if (hidingSpot != null && (hidingSpot.transform.tag == "Furniture" || hidingSpot.transform.tag == "HideObject"))
            {
                if (hidingSpot.gameObject.GetComponent <HideHero>().GetIsHiding())
                {
                    if (monster.debugInfo)
                    {
                        Debug.Log("Player found in hiding place");
                    }

                    monster.soundManager.RandomizeSfx(monster.soundManager.openObject);
                    hidingSpot.gameObject.GetComponent <HideHero>().LeaveObject();
                    monster.mainCamera.GetComponent <healthbar>().TakeDemage(monster.damageOnContact);
                }
            }


            furnitureIndex = 0;
            monster.furnitureSearchTime = 0f;

            potentialFurniture = null;
            realFurniture      = new List <Collider2D>();
            currentSubState    = SearchingSubState.CheckingFurniture;
            return;
        }
        else if (monster.debugInfo)
        {
            //Debug.Log("Distance to Target: " + (monster.transform.position - monster.searchPosition).magnitude + " >= " + furnitureCheckDistance + "\nTarget: " + monster.searchPosition);
            Debug.Log("Proxy Position: " + monster.agent.transform.position + ", Proxy Destination: " + monster.agent.destination + ", proxyLocation " + monster.proxyLocation.position + "\nPosition = Destination = " + (monster.agent.destination == monster.agent.transform.position));//"\nMonster location: " + monster.transform.position + ", Monster destination: " + monster.searchPosition);
        }
    }
 void Awake()
 {
     currentSubState = SearchingSubState.CheckingLastPosition;
 }