Esempio n. 1
0
    void Patrol()
    {
        /*
         * enemy.meshRendererFlag.material.color = Color.green;
         * enemy.navMeshAgent.destination = enemy.wayPoints[nextWayPoint].position;
         * enemy.navMeshAgent.Resume();
         *
         * if (enemy.navMeshAgent.remainingDistance <= enemy.navMeshAgent.stoppingDistance && !enemy.navMeshAgent.pathPending)
         * {
         *  nextWayPoint = (nextWayPoint + 1) % enemy.wayPoints.Length;
         * }
         */
        if (enemy.navMeshAgent.remainingDistance <= enemy.navMeshAgent.stoppingDistance && !enemy.navMeshAgent.pathPending)
        {
            enemy.Path = enemy.Pathways[enemy.PathwayCount];
            AIPath CheckpointScript = enemy.Path.GetComponent <AIPath>();
            if (enemy.PathwayCount <= enemy.Pathways.Count - 1)
            {
                if (enemy.Path == null)
                {
                    Debug.Log("there is no assigned path");
                    return;
                }
                //have the searchcheck here? if the current checkpoint search is true then search
                switch (enemy.PathType[enemy.PathwayCount])
                {
                case 0:     //From A to B to C etc (one way)
                    if (enemy.CheckpointCount < CheckpointScript.getPoints().Count)
                    {
                        Debug.Log(CheckpointScript.getSearch()[enemy.CheckpointCount]);

                        enemy.navPoint = CheckpointScript.getPoints()[enemy.CheckpointCount];
                        if (enemy.CheckpointCount != CheckpointScript.getPoints().Count)
                        {
                            enemy.CheckpointCount++;
                        }
                    }
                    else
                    {
                        if (enemy.PathwayCount != enemy.Pathways.Count - 1)
                        {
                            enemy.PathwayCount++;
                            enemy.CheckpointCount = 0;
                        }
                        else
                        {
                            return;
                        }
                    }
                    break;

                case 1:     //looping
                    if (enemy.LoopCount <= enemy.nofLoops[enemy.PathwayCount])
                    {
                        if (enemy.CheckpointCount < CheckpointScript.getPoints().Count)
                        {
                            enemy.navPoint = CheckpointScript.getPoints()[enemy.CheckpointCount];
                            Debug.Log(enemy.CheckpointCount);

                            if (enemy.CheckpointCount != CheckpointScript.getPoints().Count)
                            {
                                enemy.CheckpointCount++;
                            }
                        }
                        else
                        {
                            enemy.CheckpointCount = 0;

                            if (!enemy.infinite[enemy.PathwayCount])
                            {
                                enemy.LoopCount++;
                            }
                        }
                    }
                    else
                    {
                        enemy.PathwayCount++;
                        enemy.CheckpointCount = 0;
                        enemy.LoopCount       = 1;
                    }
                    break;

                case 2:     //back and forth
                    if (enemy.LoopCount <= enemy.nofLoops[enemy.PathwayCount])
                    {
                        if ((enemy.CheckpointCount < CheckpointScript.getPoints().Count) && (enemy.back == false))
                        {
                            Debug.Log(CheckpointScript.getSearch()[enemy.CheckpointCount]);

                            enemy.navPoint = CheckpointScript.getPoints()[enemy.CheckpointCount];
                            if (enemy.CheckpointCount != CheckpointScript.getPoints().Count)
                            {
                                enemy.CheckpointCount++;
                            }
                        }
                        else
                        {
                            if (enemy.CheckpointCount > 0)
                            {
                                Debug.Log(CheckpointScript.getSearch()[enemy.CheckpointCount]);

                                enemy.back = true;
                                enemy.CheckpointCount--;
                                string CheckpointCountString = enemy.CheckpointCount.ToString();
                                enemy.navPoint = CheckpointScript.getPoints()[enemy.CheckpointCount];
                            }
                            else
                            {
                                enemy.back = false;

                                if (!enemy.infinite[enemy.PathwayCount])
                                {
                                    enemy.LoopCount++;
                                }
                            }
                        }
                    }
                    else
                    {
                        enemy.PathwayCount++;
                        enemy.CheckpointCount = 0;
                        enemy.LoopCount       = 1;
                    }
                    break;

                case 3:     //guard a single point
                    if (enemy.CheckpointCount < CheckpointScript.getPoints().Count)
                    {
                        Debug.Log(CheckpointScript.getSearch()[enemy.CheckpointCount]);

                        string CheckpointCountString = enemy.CheckpointCount.ToString();
                        enemy.navPoint = CheckpointScript.getPoints()[enemy.CheckpointCount];
                        if (enemy.navMeshAgent.remainingDistance <= enemy.navMeshAgent.stoppingDistance && !enemy.navMeshAgent.pathPending)
                        {
                            enemy.transform.rotation = Quaternion.RotateTowards(enemy.transform.rotation, CheckpointScript.getRotations()[enemy.CheckpointCount], enemy.searchingTurnSpeed * 2 * Time.deltaTime);
                        }
                    }
                    break;
                }
            }
            else
            {
            }
        }
        enemy.meshRendererFlag.material.color = Color.green;
        enemy.navMeshAgent.destination        = enemy.navPoint;
        enemy.navMeshAgent.Resume();
    }