private IEnumerator CheckDashAttack() { while (true) { yield return(new WaitForSeconds(GetRandomCheckAttackDelay())); if (!ShouldCheckDashAttack(StateMachine_.Player)) { continue; } BattlePlayer target = BattlePlayerUtil.GetClosestEnemyPlayerFor(StateMachine_.Player, whereCondition: (otherPlayer) => { return(!AIUtil.DoesWallExistBetweenXZPoints(StateMachine_.Player.transform.position, otherPlayer.transform.position)); }); if (target == null) { continue; } Vector2 playerToTargetVector = BattlePlayerUtil.XZVectorFromTo(StateMachine_.Player, target); if (playerToTargetVector.magnitude <= kDashAggroDistance) { StateMachine_.SwitchState(AIStateMachine.State.DashAttack); } } }
protected override void OnStateUpdated() { if (coroutine_ == null && InGameConstants.IsAllowedToChargeLasers(StateMachine_.Player)) { coroutine_ = CoroutineWrapper.DoAfterDelay(GetRandomCheckAttackDelay(), () => { StateMachine_.SwitchState(AIStateMachine.State.Attack); }); } }
private void HandleFullyChargedLaser() { delayedAttackAction_ = CoroutineWrapper.DoAfterDelay(StateMachine_.AIConfiguration.RandomReactionTime(), () => { StateMachine_.InputState.LaserPressed = false; // NOTE (darren): why delay here? to simulate AI watching laser hit / miss target :) delayedAttackAction_ = CoroutineWrapper.DoAfterDelay(StateMachine_.AIConfiguration.RandomReactionTime(), () => { StateMachine_.SwitchState(AIStateMachine.State.Idle); }); }); }
protected override void OnStateEntered() { Vector2 dashDirection = StateMachine_.DashDirection; StateMachine_.InputState.LerpMovementVectorTo(dashDirection, () => { StateMachine_.InputState.Dash(); coroutine_ = CoroutineWrapper.DoAfterDelay(StateMachine_.AIConfiguration.RandomReactionTime(), () => { StateMachine_.SwitchState(AIStateMachine.State.Idle); }); }); }
protected override void OnStateUpdated() { UpdateTarget(); if (target_ == null) { StateMachine_.SwitchState(AIStateMachine.State.Idle); return; } UpdateFuzzyTargetPosition(); HeadTowardsFuzzyTargetPosition(); }
protected override void OnStateEntered() { if (!InGameConstants.IsAllowedToChargeLasers(StateMachine_.Player)) { StateMachine_.SwitchState(AIStateMachine.State.Idle); return; } fuzzyTargetPosition_ = null; StateMachine_.InputState.LaserPressed = true; if (ChargedLaserComponent_.FullyCharged) { HandleFullyChargedLaser(); } else { ChargedLaserComponent_.OnFullCharge += HandleFullyChargedLaser; } }
protected override void OnStateUpdated() { if (target_ == null || !BattlePlayer.ActivePlayers.Contains(target_)) { StateMachine_.SwitchState(AIStateMachine.State.Idle); return; } Vector2 playerToTargetVector = BattlePlayerUtil.XZVectorFromTo(StateMachine_.Player, target_); Vector2 targetDirection = playerToTargetVector.normalized; if (playerToTargetVector.magnitude <= predictedDashDistance_) { StateMachine_.Dash(targetDirection); } else { StateMachine_.InputState.LerpMovementVectorTowards(targetDirection); } }