Exemple #1
0
    // Start is called before the first frame update
    void Start()
    {
        //DATOS EXTERNOS
        smellSensor     = smellSensorScript.sensor;
        soundSensor     = soundSensorScript.sensor;
        kinTrainer      = trainerStaticData.kineticsAgent;
        steeringTrainer = trainerStaticData.steeringAgent;

        //COMENZAMOS A CONSTRUIR LA MAQUINA DE ESTADOS

        //1. ACCIONES:
        ShowIcon    showPoisoned    = new ShowIcon(this.gameObject, "Poisoned");
        DisableIcon disablePoisoned = new DisableIcon(this.gameObject, "Poisoned");
        ShowIcon    showSleep       = new ShowIcon(this.gameObject, "Sleeping");
        DisableIcon disableSleep    = new DisableIcon(this.gameObject, "Sleeping");
        SetTimer    setPoisonClock;
        SetTimer    setSleepClock;
        ResetSensor resetSmellSensor = new ResetSensor(smellSensor);
        ResetSensor resetSoundSensor = new ResetSensor(soundSensor);

        List <ResetSensor> resets = new List <ResetSensor>()
        {
            resetSmellSensor, resetSoundSensor
        };
        ResetSensorList resetAllSensor = new ResetSensorList(resets);

        UpdateMaxSpeed  setOriginalSpeed      = new UpdateMaxSpeed(trainerStaticData, trainerStaticData.maxspeed);
        UpdateMaxSpeed  setSlowSpeed          = new UpdateMaxSpeed(trainerStaticData, poisonedSpeed);
        UpdateMaxSpeed  setZeroSpeed          = new UpdateMaxSpeed(trainerStaticData, 0f);
        SetAngularSpeed setAngularToZero      = new SetAngularSpeed(kinTrainer, 0f);
        SetAngularAccel setAngularAccelToZero = new SetAngularAccel(steeringTrainer, 0f);


        //accion para deshabilitar todos scripts de interes mientras dormimos
        List <DisableScript> disables = new List <DisableScript>();

        foreach (var script in scriptsToDisable)
        {
            disables.Add(new DisableScript(script));
        }
        DisableScriptList disableScripts = new DisableScriptList(disables);

        //accion para habilitar todos los script de interes si despertamos
        List <EnableScript> enables = new List <EnableScript>();

        foreach (var script in scriptsToDisable)
        {
            enables.Add(new EnableScript(script));
        }
        EnableScriptList enableScripts = new EnableScriptList(enables);


        //2. ESTADOS:

        List <Action> entryActions; //aqui iremos guardanndo todas las acciondes de entrada
        List <Action> exitActions;  //aqui iremos guardanndo todas las acciones de salida
        List <Action> actions;      //aqui guardaremos todas las acciones intermedias

        //2.a estado donde estamos sanos

        entryActions = new List <Action>(); //al entrar al estado ponemos un corazon
        actions      = new List <Action>(); //durante el estado perseguimos al enamorado
        exitActions  = new List <Action>(); //al salir quitamos el corazon

        State healthyState = new State(actions, entryActions, exitActions);

        //2.b estado donde estamos envenenados

        entryActions = new List <Action>()
        {
            showPoisoned, setSlowSpeed
        };                                 //al entrar al estado ponemos un corazon
        actions     = new List <Action>(); //durante el estado perseguimos al enamorado
        exitActions = new List <Action>()
        {
            disablePoisoned, resetAllSensor, setOriginalSpeed
        };                                                                                  //al salir quitamos el corazon

        State poisonedState = new State(actions, entryActions, exitActions);

        //2.c estado donde estamos dormidos

        entryActions = new List <Action>()
        {
            showSleep, setZeroSpeed, disableScripts, setAngularAccelToZero, setAngularToZero
        };                             //al entrar al estado ponemos un corazon
        actions = new List <Action>(); //durante el estado perseguimos al enamorado
        //al salir debemos:
        // quitar el icono de dormir, resetear el sensor de sonido, reset el sensor de aroma porque puede haber un sweet
        // volver a habilitar lo que se deba
        exitActions = new List <Action>()
        {
            disableSleep, resetAllSensor, setOriginalSpeed, enableScripts
        };                                                                                              //al salir quitamos el corazon

        State sleepState = new State(actions, entryActions, exitActions);

        //3. CONDICIONES:
        SmelledSomething smelledPoison = new SmelledSomething(smellSensor, "Poison");
        SmelledSomething smelledSweet  = new SmelledSomething(smellSensor, "Sweet");
        HeardSleepSong   heardSong     = new HeardSleepSong(soundSensor);
        TimeOut          poisonClock   = new TimeOut(poisonTimer);

        setPoisonClock = new SetTimer(poisonClock);
        TimeOut sleepClock = new TimeOut(sleepTimer);

        setSleepClock = new SetTimer(sleepClock);



        //4. TRANSICIONES:

        List <Action> noActions = new List <Action>();
        List <Action> transitionActions;


        transitionActions = new List <Action>()
        {
            setPoisonClock
        };
        Transition gotPoisoned   = new Transition(smelledPoison, transitionActions, poisonedState);
        Transition poisonTimeOut = new Transition(poisonClock, noActions, healthyState);
        Transition sweetScent    = new Transition(smelledSweet, noActions, healthyState);

        transitionActions = new List <Action>()
        {
            setSleepClock
        };
        Transition gotSlept     = new Transition(heardSong, transitionActions, sleepState);
        Transition sleepTimeOut = new Transition(sleepClock, noActions, healthyState);



        //4.1 AGREGAMOS TRANSICIONES A ESTADOS
        List <Transition> transitions;

        transitions = new List <Transition>()
        {
            gotPoisoned, gotSlept
        };;
        healthyState.transitions = transitions;

        poisonedState.transitions = new List <Transition>()
        {
            poisonTimeOut, sweetScent
        };

        sleepState.transitions = new List <Transition>()
        {
            sleepTimeOut, sweetScent
        };

        //5 MAQUINA DE ESTADOS
        State[] states = new State[] { healthyState, poisonedState, sleepState };
        trainerStatusMachine = new StateMachine(states, healthyState);
    }
    void Start()
    {
        //INICIALIZAMOS LA DATA DEL EXTERIOR
        kinOctillery       = octillery.kineticsAgent;
        steeringOctillery  = octillery.steeringAgent;
        defaulAngularSpeed = kinOctillery.rotation;
        kineticsTrainer    = trainer.kineticsAgent;
        kineticsRival      = rival.kineticsAgent;
        sightSensor        = sightSensorScript.sensor;

        Kinetics[] targets = new Kinetics[2];
        targets[0] = kineticsTrainer;
        targets[1] = kineticsRival;

        //obstacles
        List <Transform> obstacles_list = new List <Transform>();

        GameObject[] obstaclesGo = GameObject.FindGameObjectsWithTag("Obstacle");
        for (int i = 0; i < obstaclesGo.Length; i++)
        {
            obstacles_list.Add(obstaclesGo[i].GetComponent <Transform>());
        }

        obstacles = obstacles_list.ToArray();


        //COMENZAMOS A CONSTRUIR LA MAQUINA DE ESTADOS

        //1. ACCIONES:

        ShowIcon         showExclamation       = new ShowIcon(this.gameObject, "Exclamation");
        DisableIcon      disableExclamation    = new DisableIcon(this.gameObject, "Exclamation");
        SetAngularSpeed  setAngularToZero      = new SetAngularSpeed(kinOctillery, 0f);
        SetAngularSpeed  setAngularToDefault   = new SetAngularSpeed(kinOctillery, defaulAngularSpeed);
        SetAngularAccel  setAngularAccelToZero = new SetAngularAccel(steeringOctillery, 0f);
        ResetSensor      resetSightSensor      = new ResetSensor(sightSensor);
        FaceToSeenTarget faceTarget            = new FaceToSeenTarget(sightSensor, kinOctillery, steeringOctillery);
        ShootInk         shootInkToTarget      = new ShootInk(transform, inkBallPrefab, inkSpeed, inkScreen, sightSensor, targets, obstacles);


        //2. ESTADOS:

        List <Action> entryActions; //aqui iremos guardanndo todas las acciondes de entrada
        List <Action> exitActions;  //aqui iremos guardanndo todas las acciones de salida
        List <Action> actions;      //aqui guardaremos todas las acciones intermedias

        //2.a estado para seguir camino

        entryActions = new List <Action>()
        {
            setAngularToDefault, setAngularAccelToZero
        };
        actions     = new List <Action>();
        exitActions = new List <Action>();

        State guardState = new State(actions, entryActions, exitActions);

        entryActions = new List <Action>()
        {
            showExclamation, setAngularToZero
        };
        actions = new List <Action>()
        {
            faceTarget, shootInkToTarget
        };
        exitActions = new List <Action>()
        {
            disableExclamation
        };

        State shootState = new State(actions, entryActions, exitActions);

        //3. CONDICIONES:

        // octillery solo disparara si ve un humano
        SawSomething sawHuman = new SawSomething(sightSensor, "Human");

        // octillery solo entrara en guardia de nuevo si no hay humanos en su cono de vision
        NoInSightCone noHumanInCone = new NoInSightCone(sightSensor);


        //4. TRANSICIONES:

        List <Action> noActions = new List <Action>();
        List <Action> transitionsActions;


        transitionsActions = new List <Action>()
        {
            resetSightSensor
        };
        Transition noHumanInConeSight = new Transition(noHumanInCone, transitionsActions, guardState);

        Transition humanSeen = new Transition(sawHuman, noActions, shootState);


        //4.1 AGREGAMOS TRANSICIONES A ESTADOS
        List <Transition> transitions = new List <Transition>()
        {
            humanSeen
        };

        guardState.transitions = transitions;

        transitions = new List <Transition>()
        {
            noHumanInConeSight
        };
        shootState.transitions = transitions;


        //5 MAQUINA DE ESTADOS
        State[] states = new State[] { guardState, shootState };
        octilleryMachine = new StateMachine(states, guardState);
    }