Esempio n. 1
0
    private void ReturnToHill()
    {
        Vector3 currentPosition = transform.position;
        Vector3 direction       = (dropPosition - currentPosition).normalized;

        velocity = direction * speed;
        carrying.transform.position = currentPosition + carryingPosition;
        if (currentPosition.x > dropPosition.x - DROP_ZONE_RADIUS && currentPosition.x < dropPosition.x + DROP_ZONE_RADIUS &&
            currentPosition.y > dropPosition.y - DROP_ZONE_RADIUS && currentPosition.y < dropPosition.y + DROP_ZONE_RADIUS &&
            currentPosition.z > dropPosition.z - DROP_ZONE_RADIUS && currentPosition.z < dropPosition.z + DROP_ZONE_RADIUS)
        {
            carrying.transform.position = transform.position;

            CarriableBehavior carriableBehavior = carrying.GetComponent <CarriableBehavior>();
            carriableBehavior.isStored       = true;
            carriableBehavior.beingCarriedBy = null;
            carrying = null;

            currentAntState = AntState.SEARCH;
        }
    }
Esempio n. 2
0
 private void Search(List <GameObject> carriableList)
 {
     searchSeconds -= Time.deltaTime;
     if (searchSeconds <= 0.0f)
     {
         Vector3 direction = new Vector3(Random.Range(-1.0f, 1.0f), 0, Random.Range(-1.0f, 1.0f)).normalized;
         velocity      = direction * speed;
         searchSeconds = Random.Range(0.0f, MAX_SEARCH_SECONDS);
     }
     foreach (GameObject carriable in carriableList)
     {
         CarriableBehavior carriableBehavior = carriable.GetComponent <CarriableBehavior>();
         if (!carriableBehavior.beingApproachedBy && !carriableBehavior.beingCarriedBy && !carriableBehavior.isStored &&
             carriableBehavior.InSearchArea(transform))
         {
             approaching = carriable;
             carriableBehavior.beingApproachedBy = this;
             currentAntState = AntState.GET_THING;
             break;
         }
     }
 }