Exemple #1
0
        private void GetNewAttack(EnemyManager enemyManager)
        {
            Vector3 targetsDirection   = enemyManager.currentTarget.transform.position - enemyManager.transform.position;
            float   viewableAngle      = Vector3.Angle(targetsDirection, enemyManager.transform.forward);
            float   distanceFromTarget = Vector3.Distance(enemyManager.currentTarget.transform.position, enemyManager.transform.position);

            int maxScore = 0;

            for (int i = 0; i < enemyAttacks.Length; i++)
            {
                EnemyAttackAction enemyAttackAction = enemyAttacks[i];

                if (distanceFromTarget <= enemyAttackAction.maximumDistanceNeededToAttack &&
                    distanceFromTarget >= enemyAttackAction.minimumDistanceNeededToAttack)
                {
                    if (viewableAngle <= enemyAttackAction.maximumAttackAngle && viewableAngle >= enemyAttackAction.minimumAttackAngle)
                    {
                        maxScore += enemyAttackAction.attackScore;
                    }
                }
            }

            int randomValue    = Random.Range(0, maxScore);
            int temporaryScore = 0;

            for (int i = 0; i < enemyAttacks.Length; i++)
            {
                EnemyAttackAction enemyAttackAction = enemyAttacks[i];

                if (distanceFromTarget <= enemyAttackAction.maximumDistanceNeededToAttack &&
                    distanceFromTarget >= enemyAttackAction.minimumDistanceNeededToAttack)
                {
                    if (viewableAngle <= enemyAttackAction.maximumAttackAngle && viewableAngle >= enemyAttackAction.minimumAttackAngle)
                    {
                        if (currentAttack != null)
                        {
                            return;
                        }
                        temporaryScore += enemyAttackAction.attackScore;

                        if (temporaryScore > randomValue)
                        {
                            currentAttack = enemyAttackAction;
                        }
                    }
                }
            }
        }
Exemple #2
0
        public override State Tick(EnemyManager enemyManager, EnemyStats enemyStats, EnemyAnimatorManager enemyAnimatorManager)
        {
            Vector3 targetDirection    = enemyManager.currentTarget.transform.position - transform.position;
            float   distanceFromTarget = Vector3.Distance(enemyManager.currentTarget.transform.position, enemyManager.transform.position);
            float   viewableAngle      = Vector3.Angle(targetDirection, transform.forward);

            if (enemyManager.isPerformingAction)
            {
                return(combatStanceState);
            }


            if (currentAttack != null)
            {
                if (distanceFromTarget < currentAttack.minimumDistanceNeededToAttack)
                {
                    return(this);
                }
                else if (distanceFromTarget < currentAttack.maximumDistanceNeededToAttack)
                {
                    if (viewableAngle <= currentAttack.maximumAttackAngle &&
                        viewableAngle >= currentAttack.minimumAttackAngle)
                    {
                        if (enemyManager.currentRecoveryTime <= 0 && enemyManager.isPerformingAction == false)
                        {
                            enemyAnimatorManager.anim.SetFloat("Vertical", 0, 0.1f, Time.deltaTime);
                            enemyAnimatorManager.anim.SetFloat("Horizontal", 0, 0.1f, Time.deltaTime);
                            enemyAnimatorManager.PlayTargetAnimation(currentAttack.actionAnimation, true);
                            enemyManager.currentRecoveryTime = currentAttack.recoveryTime;
                            currentAttack = null;
                            return(combatStanceState);
                        }
                    }
                }
            }

            else
            {
                GetNewAttack(enemyManager);
            }

            return(combatStanceState);
        }