Exemple #1
0
    void Update()
    {
        switch (_state)
        {
        case WarriorState.Idle:
            _state = WarriorState.FindTarget;
            break;

        case WarriorState.FindTarget:
            var target = FindEnemy();
            if (target)
            {
                _target.SetTarget(target.gameObject);
                _state        = WarriorState.MovingToTarget;
                _goTo.enabled = true;
            }

            break;

        case WarriorState.MovingToTarget:
            if (!_target.HasTarget())
            {
                _goTo.enabled = false;
                _state        = WarriorState.Idle;
            }

            break;
        }
    }
Exemple #2
0
    void Update()
    {
        switch (_state)
        {
        case CollectorState.Idle:
            _state = CollectorState.FindResource;
            break;

        case CollectorState.FindResource:
            var target = FindResource(targetType);
            if (target)
            {
                _target.SetTarget(target.gameObject);
                _state        = CollectorState.MovingToResource;
                _goTo.enabled = true;
            }

            break;

        case CollectorState.MovingToResource:
            if (_goTo.IsNear(collectDistance))
            {
                _goTo.enabled    = false;
                _state           = CollectorState.CollectingResource;
                _collect.enabled = true;
            }

            break;

        case CollectorState.CollectingResource:
            if (!_collect.CanCollect())
            {
                _collect.enabled = false;
                _state           = CollectorState.FindHub;
            }

            break;

        case CollectorState.FindHub:
            var hub = FindStorage(targetType);
            if (hub)
            {
                _target.SetTarget(hub.gameObject);
                _state        = CollectorState.MovingToHub;
                _goTo.enabled = true;
            }

            break;

        case CollectorState.MovingToHub:
            if (_goTo.IsNear(unloadDistance))
            {
                _goTo.enabled   = false;
                _state          = CollectorState.UnloadResources;
                _unload.enabled = true;
            }

            break;

        case CollectorState.UnloadResources:
            if (!_unload.CanUnload())
            {
                _unload.enabled = false;
                _state          = CollectorState.Idle;
            }

            break;
        }
    }