Esempio n. 1
0
    public static IEnumerator HandleNested(IEnumerator over)
    {
        AsyncManager manager = new AsyncManager(over);

        while (manager.Next())
        {
            yield return(null);
        }
    }
Esempio n. 2
0
 public IState UpdateState(float deltaTime)
 {
     if (enumerator.Next())
     {
         return(null);
     }
     else
     {
         return(after);
     }
 }
Esempio n. 3
0
    public IEnumerator DoLogic()
    {
        while (!damageable.IsDead)
        {
            Vector2 moveTowards = Vector2.zero;
            float   chargeTime  = 0.0f;

            using (DamageListener damageListener = new DamageListener(damageable, (source, damageable) =>
            {
                moveTowards = -source.Direction;
                movement.TargetVelocity = moveTowards * chargeSpeed;
                Vector2 position = transform.position;
                chargeTime = Vector2.Dot(moveTowards, source.DamagePosition - position) / chargeSpeed;
                return(source);
            }, false))
            {
                AsyncManager patrol = new AsyncManager(Patrol.PatrolForever(movement, patrolParameters));

                while (patrol.Next())
                {
                    yield return(null);

                    if (sight.GetVisibleObject() != null || externalTarget != null)
                    {
                        break;
                    }

                    if (chargeTime > 0.0f)
                    {
                        patrol     = new AsyncManager(AsyncUtil.Pause(chargeTime));
                        chargeTime = 0.0f;
                    }
                }
            }

            GameObject target = null;

            if (externalTarget)
            {
                target         = externalTarget;
                externalTarget = null;
            }

            Collider2D sightTest = sight.GetVisibleObject();

            if (sightTest != null)
            {
                target = sightTest.gameObject;
                AlertNearbyZombies(target);
            }

            while (target != null && sight.canSeeObject(target))
            {
                Vector2 offset = target.transform.position - transform.position;
                movement.TargetVelocity = offset.normalized * chargeSpeed;
                yield return(null);
            }

            movement.TargetVelocity = Vector2.zero;
            yield return(new WaitForSeconds(1.0f));
        }
    }