Esempio n. 1
0
    // TICK() GETS CALLED EVERY UPDATE FRAME.
    public override Type Tick()
    {
        // ALL CONDITIONS HERE TO CHANGE FROM IDLE STATE TO ANOTHER ACTION STATE.
        // special case for boss functionality.
        if (_obj._Boss == true)
        {
            _default = false;
            // if player is in "15f" range of the boss, bossphase should start.
            if (Vector3.Distance(_obj.transform.position, GameManager.player_position) < 9f)
            {
                GameManager.Instance.ForCoroutine(_obj.BossPhase()); // Call coroutine from manager, passing this _obj own boss phase.
                //Debug.Log("WHEN DID THIS HAPPEN?!?!");
                _state = 1;                                          // set _state to 1, to activate first boss State
            }
        }
        else if (_default == true)
        {
            GameManager.Instance.ForCoroutine(IdleWait());                        // if not a boss, continue normally with simple idle timer
        }
        // idle state, does nothing
        // _state = 2, waits for x seconds then starts to wander. Can choose and add cases here to change. Also need to change _state as well in IdleWait()
        switch (_state)
        {
        // _state==0 for null state
        case 0: return(null);    // continue in this state.

        // _state==1 for boss state
        case 1:
            Debug.Log("Should be boss now!");
            GameManager.Instance.stopCoroutines(); // incase any running coroutine f***s anything up
            return(typeof(ChaseState));            // force the chase state for boss phase.

        case 2:
            Debug.Log("Should stay idle till now! NOW WANDER!");
            GameManager.Instance.stopCoroutines();
            if (_obj.wander == true)
            {
                return(typeof(WanderState));
            }
            else
            {
                return(null);
            }

        case 3:
            Debug.Log("Should stay idle till now! NOW STEALTH!");
            GameManager.Instance.stopCoroutines();
            return(typeof(StealthState));

        //add more cases for different _states below here
        // case 4:
        //    return

        default: return(null);
        }
    }
Esempio n. 2
0
    // TICK() GETS CALLED EVERY UPDATE FRAME.
    public override Type Tick()
    {
        // ALL CONDITIONS HERE TO CHANGE FROM IDLE STATE TO ANOTHER ACTION STATE.
        // special case for boss functionality.
        if (_obj._Boss == true)
        {
            _default = false;
            // if player is in "15f" range of the boss, bossphase should start.
            if (Vector3.Distance(_obj.transform.position, GameManager.player_obj.transform.position) < 6f)
            {
                GameManager.Instance.ForCoroutine(_obj.BossPhase()); // Call coroutine from manager, passing this _obj own boss phase.
                Debug.Log("WHEN DID THIS HAPPEN?!?!");
                _state = 1;                                          // set _state to 1, to activate first boss State
            }
        }
        else if (_default == true)
        {
            GameManager.Instance.ForCoroutine(IdleWait());                        // if not a boss, continue normally with simple idle timer
        }
        // idle state, does nothing
        // _state is 2 waits for 4 seconds then starts to wander. Can choose and add cases here to change. Also need to change _state as well in IdleWait()
        switch (_state)
        {
        // _state==0 for default state
        case 0: break;

        // _state==1 for boss state
        case 1:
            Debug.Log("Should be boss now!");
            //break; //
            return(typeof(ChaseState));

        case 2:
            Debug.Log("Should stay idle till now!");
            //break; //
            return(typeof(WanderState));

        // case 2:
        //    return

        // case 3:
        //    return

        default: break;
        }
        return(null);
    }