Exemple #1
0
        /*
         *
         * add the must component to AIEntity
         *
         */

        public override void Init()
        {
            BaseAIComponent tBAIComponent = new BaseAIComponent();

            tBAIComponent.mAITemplate = mAI;
            tBAIComponent.bornPoint   = AIPos;
            tBAIComponent.Init();
            AIMove            mAIMove            = new AIMove();
            AIAnimation       mAIAnimation       = new AIAnimation();
            HPComponent       hpc                = new HPComponent();
            AIState           aiState            = new AIState();
            AIEmotion         mEmotion           = new AIEmotion();
            AIStrategy        mAIStrategy        = new AIStrategy();
            ObstacleComponent mObstacleComponent = new ObstacleComponent();
            AIGroupState      aiGroupState       = new AIGroupState();

            this.AddComponent <BaseAIComponent> (tBAIComponent);
            this.AddComponent <AIMove> (mAIMove);
            this.AddComponent <AIAnimation> (mAIAnimation);
            this.AddComponent <HPComponent> (hpc);
            this.AddComponent <AIState> (aiState);
            this.AddComponent <AIEmotion> (mEmotion);
            this.AddComponent <AIStrategy> (mAIStrategy);
            this.AddComponent <ObstacleComponent> (mObstacleComponent);
            this.AddComponent <AIGroupState> (aiGroupState);
            this.AddComponent <LODComponent> (new LODComponent());

            mAIStrategy.Init();
            aiGroupState.Init();
            aiState.Init();
            mAIAnimation.Init();
            mEmotion.Init();

            InfluenceMapTrigger tInfluenceMapTrigger = new InfluenceMapTrigger();

            tInfluenceMapTrigger.maxInfluence = 4.0f;
            tInfluenceMapTrigger.mWhere       = "friend";
            tInfluenceMapTrigger.mGameObject  = mAI;
            tInfluenceMapTrigger.mIMComputer  = DefaultFunc.friendComputer;
            tInfluenceMapTrigger.Init();

            UEntity tEntity = new UEntity();

            tEntity.AddComponent <InfluenceMapTrigger> (tInfluenceMapTrigger);
            this.mWorld.registerEntityAfterInit(tEntity);
            AIEntity.getList().Add(this);
        }
Exemple #2
0
        // no using now
        public void InitAvoid(StateExecuter pStateExecuter, StateEnter pStateEnter, StateExit pStateExit, StateRecorder pStateRecorder, AIEntity pLast)
        {
            StrategyActioner AvoidActioner = ObstacleAvoidance.ActionFunc;
            StateExecuter    AvoidState    = ObstacleAvoidance.FSM_Avoid;
            AIState          aiState       = new AIState();

            aiState.Init();
            int id_battle = aiState.AddExecuter(pStateExecuter, pStateExit, pStateEnter);
            int id_avoid  = aiState.AddExecuter(AvoidState, EmptyExitAndEnter.EmptyExit, EmptyExitAndEnter.EmptyEnter);

            aiState.AddAnimation(pStateExecuter, "Attack");
            aiState.AddAnimation(AvoidState, "Walk");
            aiState.tempID = id_avoid;
            StateTranfer tAvoid_Battle = ObstacleAvoidance.FSM_Avoid_Battle;
            StateTranfer tBattle_Avoid = ObstacleAvoidance.FSM_Battle_Avoid;

            aiState.AddEdge(tAvoid_Battle, EmptyFeedbacker.Run, id_avoid, id_battle);
            aiState.AddEdge(tBattle_Avoid, EmptyFeedbacker.Run, id_battle, id_avoid);
            StrategyEnter tAvoidEnter = ObstacleAvoidance.Strategy_Enter;

            aiState.mStateRecorder = pStateRecorder;
            aiState.LastEntityData = pLast;
            AddStrategy(AvoidActioner, tAvoidEnter, EmptyStrategyExit.Run, EmptyStrategyFeedbacker.Run, aiState);
        }