Esempio n. 1
0
    protected override void Initialize()
    {
        owner = GetComponentInParent <AICharacter>();

        this.Observe(Message.AI_ReachedWaypoint);
        this.Observe(Message.AI_StartAttack);
        this.Observe(Message.Combat_AttackEnd);
        this.Observe(Message.Combat_Stagger);
        this.Observe(Message.Combat_StaggerEnd);
        this.Observe(Message.Combat_Death);

        transitions = new StateTransition[] {
            new StateTransition(States.CombatMovement, States.Seeking, () => { return(owner.GetDistanceToTarget() > 12f); }),
            new StateTransition(States.Default, States.Patrolling, () => { return(CurrentStateTime > 2f); }),
            new StateTransition(States.Default, States.Seeking, () => { return(owner.HasTarget); }),
            new StateTransition(States.Patrolling, States.Seeking, () => { return(owner.HasTarget); }),
            new StateTransition(States.Seeking, States.CombatMovement, () => { return(owner.GetDistanceToTarget() < 5f); }),
            new StateTransition(States.CombatMovement, States.Default, () => {
                if (owner.Target.IsInAnyState(States.Dead))
                {
                    owner.Target = null;
                    return(true);
                }
                return(false);
            })
        };
    }
Esempio n. 2
0
    protected override void Initialize()
    {
        owner     = GetComponentInParent <AICharacter>();
        msgBuffer = gameObject.AddComponent <MessageBuffer>();

        msgBuffer.AddSender(owner);
        msgBuffer.AddSender(owner.animator);

        msgBuffer.AddMessage(Message.Combat_Death, BufferClearType.OnConsume);
        msgBuffer.AddMessage(Message.Combat_Stagger, BufferClearType.OnConsume);
        msgBuffer.AddMessage(Message.Combat_StaggerEnd, BufferClearType.OnConsume);
        msgBuffer.AddMessage(Message.AI_ReachedWaypoint, BufferClearType.OnConsume);
        msgBuffer.AddMessage(Message.Combat_AttackEnd, BufferClearType.OnConsume);
        msgBuffer.AddMessage(Message.AI_StartAttack, BufferClearType.NextFrameUpdate);

        transitions = new StateTransition[] {
            new StateTransition(States.Any, States.Dead, () => { return(msgBuffer.HasReceived(Message.Combat_Death)); }),
            new StateTransition(States.Any, States.Stagger, () => { return(msgBuffer.HasReceived(Message.Combat_Stagger)); }),
            new StateTransition(States.Stagger, States.CombatMovement, () => { return(msgBuffer.HasReceived(Message.Combat_StaggerEnd)); }),
            new StateTransition(States.Attacking, States.CombatMovement, () => { return(msgBuffer.HasReceived(Message.Combat_AttackEnd)); }),
            new StateTransition(States.Patrolling, States.Default, () => { return(msgBuffer.HasReceived(Message.AI_ReachedWaypoint)); }),
            new StateTransition(States.CombatMovement, States.Seeking, () => { return(owner.GetDistanceToTarget() > 10f); }),
            new StateTransition(States.CombatMovement, States.Attacking, () => { return(msgBuffer.HasReceived(Message.AI_StartAttack)); }),
            new StateTransition(States.Default, States.Patrolling, () => { return(CurrentStateTime > 2f); }),
            new StateTransition(States.Default, States.Seeking, () => { return(owner.HasTarget); }),
            new StateTransition(States.Patrolling, States.Seeking, () => { return(owner.HasTarget); }),
            new StateTransition(States.Seeking, States.CombatMovement, () => { return(owner.GetDistanceToTarget() < 5f); }),
            new StateTransition(States.CombatMovement, States.Default, () => {
                if (owner.Target.IsInAnyState(States.Dead))
                {
                    owner.Target = null;
                    return(true);
                }
                return(false);
            })
        };
    }