Exemple #1
0
        private void UpdateHunterBehavoir()
        {
            List <IBehavor> behavors        = GetBehavoirs(m_HunterBehavoirs[HunterStatus]);
            ObjectAvoidance objectAvoidance = null;
            Arrive          arrive          = null;

            if (m_ObjectAvoidanceActive)
            {
                objectAvoidance       = new ObjectAvoidance(m_Radius, LayerMask);
                objectAvoidance.Label = BehaviorEnum.ObjectAvoid.ToString();
                behavors.Add(objectAvoidance);
            }
            if (m_ArriveActive)
            {
                arrive       = new Arrive(m_Target.transform);
                arrive.Label = "Arrive";
                behavors.Add(arrive);
            }

            m_Steering.SetBehaviors(objectAvoidance, arrive, behavors, behavors[0].Label);
        }
Exemple #2
0
        private void Start()
        {
            if (m_Behavior == BehaviorEnum.Keyboard || m_Behavior == BehaviorEnum.SeekClickPoint)
            {
                m_Target = null;
            }
            else
            {
                if (m_Target == null)
                {
                    m_Target = GameObject.Find("Player");
                }
                if (m_Target == null)
                {
                    m_Target = GameObject.Find("Target");
                }
            }

            m_Steering = GetComponent <Steering>();

            List <IBehavor> behavors = new List <IBehavor>();
            string          label    = m_Behavior.ToString();

            switch (m_Behavior)
            {
            case BehaviorEnum.Keyboard:
                behavors.Add(new KeyBoard());
                break;

            case BehaviorEnum.SeekClickPoint:
                behavors.Add(new ClickSeekPoint());
                break;

            case BehaviorEnum.Seek:
                behavors.Add(new Seek(m_Target.transform));
                break;

            case BehaviorEnum.Flee:
                behavors.Add(new Flee(m_Target.transform));
                break;

            case BehaviorEnum.FollowPath:
                behavors.Add(new FollowPath(m_WaitPoints));
                break;

            case BehaviorEnum.Pursue:
                behavors.Add(new Persue(m_Target.transform));
                break;

            case BehaviorEnum.Evade:
                behavors.Add(new Evade(m_Target.transform));
                break;

            case BehaviorEnum.Wander:
                behavors.Add(new Wander());
                break;

            case BehaviorEnum.Hide:
                behavors.Add(new Hide(m_Target.transform));
                break;

            default:
                Debug.LogError($"Behavior of Type{m_Behavior} not implemented yet!");
                break;
            }
            ObjectAvoidance objectAvoidance = null;
            Arrive          arrive          = null;

            if (m_ObjectAvoidanceActive)
            {
                objectAvoidance       = new ObjectAvoidance(m_Radius, LayerMask);
                objectAvoidance.Label = BehaviorEnum.ObjectAvoid.ToString();
                behavors.Add(objectAvoidance);
            }
            if (m_ArriveActive)
            {
                arrive       = new Arrive(m_Target.transform);
                arrive.Label = "Arrive";
                behavors.Add(arrive);
            }
            behavors[0].Label = label;
            m_Steering.SetBehaviors(objectAvoidance, arrive, behavors, label);
        }