public static void NavigateToRandomLoc(BaseContext c)
 {
     if (IsRoamReady.Evaluate(c) && c.AIAgent.IsNavRunning())
     {
         if (NavigateToOperator.NavigateInDirOfBestSample(c, NavPointSampler.SampleCount.Eight, 4f, NavPointSampler.SampleFeatures.DiscourageSharpTurns | NavPointSampler.SampleFeatures.RangeFromSpawn, c.AIAgent.GetStats.MinRoamRange, c.AIAgent.GetStats.MaxRoamRange))
         {
             float maxRoamDelay = c.AIAgent.GetStats.MaxRoamDelay - c.AIAgent.GetStats.MinRoamDelay;
             float single       = UnityEngine.Random.@value * maxRoamDelay / maxRoamDelay;
             float single1      = c.AIAgent.GetStats.RoamDelayDistribution.Evaluate(single) * maxRoamDelay;
             c.NextRoamTime = Time.realtimeSinceStartup + c.AIAgent.GetStats.MinRoamDelay + single1;
             return;
         }
         NavigateToOperator.NavigateToSpawn(c);
     }
 }
Exemple #2
0
        public override void DoExecute(BaseContext c)
        {
            if (c.GetFact(BaseNpc.Facts.CanNotMove) == (byte)1)
            {
                c.AIAgent.StopMoving();
                c.SetFact(BaseNpc.Facts.PathToTargetStatus, (byte)2);
            }
            else
            {
                if (!c.AIAgent.IsNavRunning() || c.AIAgent.GetNavAgent.get_pathPending())
                {
                    return;
                }
                switch (this.Operator)
                {
                case NavigateToOperator.OperatorType.EnemyLoc:
                    NavigateToOperator.NavigateToEnemy(c);
                    break;

                case NavigateToOperator.OperatorType.RandomLoc:
                    NavigateToOperator.NavigateToRandomLoc(c);
                    break;

                case NavigateToOperator.OperatorType.Spawn:
                    NavigateToOperator.NavigateToSpawn(c);
                    break;

                case NavigateToOperator.OperatorType.FoodLoc:
                    NavigateToOperator.NavigateToFood(c);
                    break;

                case NavigateToOperator.OperatorType.FleeEnemy:
                    NavigateToOperator.FleeEnemy(c);
                    break;

                case NavigateToOperator.OperatorType.FleeHurtDir:
                    NavigateToOperator.FleeHurtDir(c);
                    break;

                case NavigateToOperator.OperatorType.TopologyPreference:
                    NavigateToOperator.NavigateToTopologyPreference(c);
                    break;
                }
            }
        }
Exemple #3
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 public static void NavigateToRandomLoc(BaseContext c)
 {
     if (!IsRoamReady.Evaluate(c) || !c.AIAgent.IsNavRunning())
     {
         return;
     }
     if (NavigateToOperator.NavigateInDirOfBestSample(c, NavPointSampler.SampleCount.Eight, 4f, NavPointSampler.SampleFeatures.DiscourageSharpTurns | NavPointSampler.SampleFeatures.RangeFromSpawn, c.AIAgent.GetStats.MinRoamRange, c.AIAgent.GetStats.MaxRoamRange))
     {
         float num1 = c.AIAgent.GetStats.MaxRoamDelay - c.AIAgent.GetStats.MinRoamDelay;
         float num2 = Random.get_value() * num1 / num1;
         float num3 = c.AIAgent.GetStats.RoamDelayDistribution.Evaluate(num2) * num1;
         c.NextRoamTime = Time.get_realtimeSinceStartup() + c.AIAgent.GetStats.MinRoamDelay + num3;
     }
     else
     {
         NavigateToOperator.NavigateToSpawn(c);
     }
 }