Exemple #1
0
    /// <summary>
    /// Changes state machine to a new state.
    /// </summary>
    /// <param name="newState">New state.</param>
    public void ChangeState(TowerStates newState)
    {
        if (actualState == TowerStates.Dead || newState == actualState)
        {
            return;
        }

        if (actualState != newState)
        {
            actualState = newState;

            switch (actualState)
            {
            case TowerStates.Idle:
                break;

            case TowerStates.Attacking:
                shooterCounter = shootDelay;
                break;

            case TowerStates.Dead:
                break;
            }

            GameController.instance.CheckEndGame();
        }
    }
    // Use this for initialization
    void Start()
    {
        //initialize the state machine and set it to the first state
        states = TowerStates.Idle;


        playerTrans = GameObject.FindGameObjectWithTag("Player").transform;
    }
Exemple #3
0
 private void TransitionToCharging()
 {
     targetRingRotationSpeed = 10f;
     State = TowerStates.Charging;
     TowerAnimator.SetBool("Open", true);
 }
Exemple #4
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 private void TransitionToDead()
 {
     TowerAnimator.SetBool("Open", false);
     State = TowerStates.Dead;
 }
Exemple #5
0
 private void TransitionToFiring()
 {
     targetRingRotationSpeed = 1f;
     State = TowerStates.Firing;
     TowerAnimator.SetBool("Open", false);
 }
Exemple #6
0
 private void TransitionToDead()
 {
     TowerAnimator.SetBool("Open", false);
     State = TowerStates.Dead;
 }
Exemple #7
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 private void TransitionToCharging()
 {
     targetRingRotationSpeed = 10f;
     State = TowerStates.Charging;
     TowerAnimator.SetBool("Open", true);
 }
Exemple #8
0
 private void TransitionToFiring()
 {
     targetRingRotationSpeed = 1f;
     State = TowerStates.Firing;
     TowerAnimator.SetBool("Open", false);
 }
    // Update is called once per frame
    void Update()
    {
        switch (states)
        {
        case TowerStates.Idle:
        {
            //Check for minions in the scene
            GameObject[] enemies          = GameObject.FindGameObjectsWithTag(minionTag);
            float        shortestDistance = Mathf.Infinity;
            GameObject   nearestEnemy     = null;
            foreach (GameObject enemy in enemies)
            {
                //convert the distance of the enemy into a float
                float distanceToEnemy = Vector3.Distance(transform.position, enemy.transform.position);
                //if their distance is within range
                if (distanceToEnemy < shortestDistance)
                {
                    //assign the first game object into the array as priority
                    shortestDistance = distanceToEnemy;
                    nearestEnemy     = enemy;
                }
            }

            //if a object has been assigned
            if (nearestEnemy != null && shortestDistance <= range)
            {
                //change state making the same for check, and deal damage to minion
                target = nearestEnemy.transform;
                states = TowerStates.MinionAttack;
            }
            else
            {
                target = null;
            }



            var myplayer = GameObject.Find("Player");

            if (myplayer != null)
            {
                playerDistance = Vector3.Distance(playerTrans.position, transform.position);
                if (playerDistance < ViewDistance)
                {
                    states = TowerStates.PlayerAttack;
                }
            }
            if (myplayer == null)
            {
                Debug.Log("Player not in range");
            }

            Debug.Log("Waiting for minion");

            break;
        }

        case TowerStates.MinionAttack:
        {
            Debug.Log("Attacking Minion");
            GameObject[] enemies          = GameObject.FindGameObjectsWithTag(minionTag);
            float        shortestDistance = Mathf.Infinity;
            GameObject   nearestEnemy     = null;
            foreach (GameObject enemy in enemies)
            {
                float distanceToEnemy = Vector3.Distance(transform.position, enemy.transform.position);
                if (distanceToEnemy < shortestDistance)
                {
                    shortestDistance = distanceToEnemy;
                    nearestEnemy     = enemy;
                }
            }

            if (nearestEnemy != null && shortestDistance <= range)
            {
                nearestEnemy.GetComponent <MinionHealth>().health -= 5;
                target = nearestEnemy.transform;
            }
            else
            {
                target = null;
                states = TowerStates.Idle;
            }

            break;
        }

        case TowerStates.PlayerAttack:
        {
            var myplayer = GameObject.Find("Player");

            if (myplayer)
            {
                playerDistance = Vector3.Distance(playerTrans.position, transform.position);
                if (playerDistance < ViewDistance)
                {
                    myplayer.GetComponent <PlayerHealth>().health -= 5f;
                    Debug.Log("Attacking Player");
                }
            }
            if (!myplayer)
            {
                Debug.Log("Player not in range");
            }
            states = TowerStates.Idle;
            break;
        }
        }
    }
Exemple #10
0
    // Update is called once per frame
    void Update()
    {
        switch (states)
        {
        case TowerStates.Idle:
        {
            GameObject[] enemies          = GameObject.FindGameObjectsWithTag(minionTag);
            float        shortestDistance = Mathf.Infinity;
            GameObject   nearestEnemy     = null;
            foreach (GameObject enemy in enemies)
            {
                float distanceToEnemy = Vector3.Distance(transform.position, enemy.transform.position);
                if (distanceToEnemy < shortestDistance)
                {
                    shortestDistance = distanceToEnemy;
                    nearestEnemy     = enemy;
                }
            }

            if (nearestEnemy != null && shortestDistance <= range)
            {
                target = nearestEnemy.transform;
                states = TowerStates.MinionAttack;
            }
            else
            {
                target = null;
            }

            Debug.Log("Waiting for minion");

            break;
        }

        case TowerStates.MinionAttack:
        {
            Debug.Log("Attacking Minion");
            GameObject[] enemies          = GameObject.FindGameObjectsWithTag(minionTag);
            float        shortestDistance = Mathf.Infinity;
            GameObject   nearestEnemy     = null;
            foreach (GameObject enemy in enemies)
            {
                float distanceToEnemy = Vector3.Distance(transform.position, enemy.transform.position);
                if (distanceToEnemy < shortestDistance)
                {
                    shortestDistance = distanceToEnemy;
                    nearestEnemy     = enemy;
                }
            }

            if (nearestEnemy != null && shortestDistance <= range)
            {
                nearestEnemy.GetComponent <MinionHealth>().health -= 5;
                target = nearestEnemy.transform;
            }
            else
            {
                target = null;
                states = TowerStates.Idle;
            }

            break;
        }

        case TowerStates.PlayerAttack:
        {
            break;
        }
        }
    }
Exemple #11
0
 // Use this for initialization
 void Start()
 {
     //initialize the state machine and set it to the first state
     states = TowerStates.Idle;
 }
    /// <summary>
    /// Changes state machine to a new state.
    /// </summary>
    /// <param name="newState">New state.</param>
    public void ChangeState(TowerStates newState)
    {
        if (actualState == TowerStates.Dead || newState == actualState) return;

        if (actualState != newState)
        {
            actualState = newState;

            switch (actualState)
            {
                case TowerStates.Idle:
                    break;
                case TowerStates.Attacking:
                    shooterCounter = shootDelay;
                    break;
                case TowerStates.Dead:
                    break;
            }

			GameController.instance.CheckEndGame();
        }
    }