Exemple #1
0
 void stateMachine()
 {
     if (knockback)
     {
         currentState = knockbackState;
     }
     else
     {
         currentState = movementState;
     }
     currentState();
 }
Exemple #2
0
    void stateMachine()
    {
        if (hostileHit)
        {
            finding    = true;
            patrolling = false;
            dormant    = false;

            currentState = findingState;

            hostileHit = false;
        }

        if (finding)
        {
            currentState = findingState;
        }
        else
        {
            if (targetDist(_player.gameObject) <= chaseDistance)
            {
                patrolling = false;
                dormant    = false;
            }
            else if (targetDist(_player.gameObject) >= chaseDistance)
            {
                patrolling = true;
            }

            if (dormant)
            {
                currentState = dormantState;
            }
            else
            {
                if (patrolling)
                {
                    currentState = patrolState;
                }
                else
                {
                    currentState = chaseState;
                    if (damageTaken >= damageThreshold)
                    {
                        damageTaken = 0;
                        patrolling  = true;
                    }
                }
            }
        }

        currentState();
    }
 void stateMachine()
 {
     if (targetInSight())
     {
         activeState = followState;
     }
     else
     {
         activeState = idleState;
     }
     activeState();
 }
Exemple #4
0
    void stateMachine()
    {
        if (hostileHit)
        {
            finding = true;
            patrolling = false;
            dormant = false;

            currentState = findingState;

            hostileHit = false;
        }

        if (finding)
        {
            currentState = findingState;
        }
        else
        {
            if (targetDist(_player.gameObject) <= chaseDistance)
            {
                patrolling = false;
                dormant = false;
            }
            else if (targetDist(_player.gameObject) >= chaseDistance)
            {
                patrolling = true;
            }

            if (dormant)
            {
                currentState = dormantState;
            }
            else
            {
                if (patrolling)
                {
                    currentState = patrolState;
                }
                else
                {
                    currentState = chaseState;
                    if (damageTaken >= damageThreshold)
                    {
                        damageTaken = 0;
                        patrolling = true;
                    }
                }
            }
        }

        currentState();
    }
Exemple #5
0
 void stateMachine()
 {
     if (knockback)
     {
         currentState = knockbackState;
     }
     else
     {
         currentState = movementState;
     }
     currentState();
 }
 //state control
 void stateMachine()
 {
     if(hostileCollision)
     {
         activeState = pauseMovementController;
     }
     else
     {
         activeState = movementController;
     }
 }