protected override void ConfigureStates() { states = new IEnumerator[3]; states[0] = AIStates.FollowLeader(blackboardReference, manager.components, 6, 0); states[1] = AIStates.GotoCover(blackboardReference, manager.components, 8, true, Random.Range(1, 5)); states[2] = AIStates.StandardAttack(blackboardReference, manager.components); }
protected override void ConfigureStates() { states = new IEnumerator[3]; states[0] = AIStates.StandAndShootPlayer(blackboardReference, manager.components); states[1] = AIStates.GotoCover(blackboardReference, manager.components, 8, true, 4); states[2] = AIStates.ApproachAttack(blackboardReference, manager.components, 3); }
protected override void ConfigureStates() { Debug.Log("SQUAD APPROACHING"); states = new IEnumerator[3]; states[0] = AIStates.GotoPlayer(blackboardReference, 6, manager.components); states[1] = AIStates.GotoCover(blackboardReference, manager.components, 6, true, Random.Range(1, 5)); states[2] = AIStates.StandardAttack(blackboardReference, manager.components); }
protected override void ConfigureStates() { states = new IEnumerator[4]; states[0] = AIStates.GotoPlayer(blackboardReference, blackboardReference.distanceToPlayer > blackboardReference.closeAttackRange? 8 : 4, manager.components); states[1] = AIStates.GotoCover(blackboardReference, manager.components, 4, true, 2, false); states[2] = AIStates.GotoCover(blackboardReference, manager.components, 4, true, 0, true); states[3] = AIStates.StandAndShootPlayer(blackboardReference, manager.components); }
protected override void ConfigureStates() { states = new IEnumerator[4]; Debug.Log("Current: " + currentState); states[0] = AIStates.LookAround(blackboardReference, manager.components); states[1] = AIStates.StandAndShootPlayer(blackboardReference, manager.components); states[2] = AIStates.GotoCover(blackboardReference, manager.components, 6, true, 4); states[3] = AIStates.ApproachAttack(blackboardReference, manager.components, 3); }
protected override void ConfigureStates() { states = new IEnumerator[5]; states[0] = AIStates.GotoPlayer(blackboardReference, 8, manager.components); states[1] = AIStates.GotoCover(blackboardReference, manager.components, 4, true, 0, true); states[2] = AIStates.StandAndShootPlayer(blackboardReference, manager.components); states[3] = AIStates.GotoCover(blackboardReference, manager.components, 4, true, 3, false); states[4] = AIStates.StandAndShootPlayer(blackboardReference, manager.components); //states[3] = AIStates.GotoCover(blackboardReference, manager.components, 3, true, 4, false); //states[4] = AIStates.GotoPlayer(blackboardReference, 7, manager.components); }
protected override void ConfigureStates() { states = new IEnumerator[7]; //flank states[0] = AIStates.CalculateFlank(blackboardReference, manager.components); states[1] = AIStates.GotoPosition(blackboardReference, 0, 8, manager.components, 6); states[2] = AIStates.GotoPosition(blackboardReference, 1, 8, manager.components, 6); //attack states[3] = AIStates.GotoPlayer(blackboardReference, blackboardReference.distanceToPlayer > blackboardReference.closeAttackRange ? 8 : 4, manager.components); states[4] = AIStates.StandAndShootPlayer(blackboardReference, manager.components); //Tactically place states[5] = AIStates.GotoCover(blackboardReference, manager.components, 4, true, 0, true); //re attack states[6] = AIStates.StandAndShootPlayer(blackboardReference, manager.components); }