private void HandleHarvesting()
        {
            if (_resourceTarget == null || _resourceTarget.currentResources <= 0)
            {
                // no more resources
                _currentState   = HarvesterState.Idle;
                _resourceTarget = null;
                return;
            }

            var distance = (_entity.transform.position - _resourceTarget.transform.position).sqrMagnitude;

            if (distance > (_entity.attackRadius * _entity.attackRadius))
            {
                // resource out of range
                if (!_entity.isMoving)
                {
                    _entity.MoveTo(_resourceTarget.GetHarvestingPosition(_entity));
                }

                return;
            }

            // resource within range
            _entity.Harvest(_resourceTarget);
            if (_entity.currentCarriedResources >= _entity.maxCarriableResources)
            {
                // harvester cannot carry more resources
                _currentState = HarvesterState.Returning;
            }
        }
        private void HandleIdle()
        {
            var observations = _entity.observations;

            observations.Sort(new GameObjectDistanceSortComparer(this.transform.position));

            var count = observations.Count;

            for (int i = 0; i < count; i++)
            {
                var obs = observations[i];

                var otherUnit = obs.GetComponent <UnitBase>();
                if (otherUnit != null)
                {
                    if (_entity.IsAllied(otherUnit))
                    {
                        // don't flee from allies
                        continue;
                    }

                    if ((otherUnit.transform.position - _entity.transform.position).sqrMagnitude > (_entity.fleeRadius * _entity.fleeRadius))
                    {
                        // enemy is outside of flee radius
                        continue;
                    }

                    _fleeTarget   = otherUnit;
                    _currentState = HarvesterState.Fleeing;
                    return;
                }

                var resource = obs.GetComponent <ResourceComponent>();
                if (resource != null)
                {
                    _resourceTarget = resource;
                    _currentState   = HarvesterState.Harvesting;
                    return;
                }
            }

            // nothing interesting in memory, do some random wandering
            if (!_entity.isMoving)
            {
                _entity.RandomWander();
            }
        }
Exemple #3
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        /// <summary>
        /// Harvests the specified resource.
        /// </summary>
        /// <param name="resource">The resource.</param>
        /// <exception cref="ArgumentNullException">resource</exception>
        public void Harvest(ResourceComponent resource)
        {
            if (resource == null)
            {
                throw new ArgumentNullException("resource");
            }

            var time = Time.time;

            if (time - _lastAttack < 1f / _attacksPerSecond)
            {
                return;
            }

            _lastAttack = time;
            resource.Harvest(this);
        }