Esempio n. 1
0
    private void SpawnEnemy()
    {
        _enemyCount++;
        var hp = Instantiate(_enemyHpViewPrefab, Vector3.zero, Quaternion.identity) as EnemyHpView;

        hp.transform.SetParent(_canvas.transform);

        EnemyEntity enemy = null;
        var         rnd   = UnityEngine.Random.Range(0, 2);

        if (rnd == 0)
        {
            enemy = Instantiate(_golemPrefab, _spawnPoint.position, Quaternion.identity) as EnemyEntity;
        }
        else
        {
            enemy = Instantiate(_gydraPrefab, _spawnPoint.position, Quaternion.identity) as EnemyEntity;
        }

        enemy.GetComponent <EnemyMovement>().SetPath(_wayPoints);
        _enemyes.Add(enemy);
        EnemyCountChanged();
        enemy.Destroyed += OnEnemyDestroyed;

        hp.SetTarget(enemy);
    }
 void MoveToEnemy()
 {
     if (Target.GetComponent <EnemyEntity>().Health > 0)
     {
         transform.LookAt(Target.transform.position + Vector3.up);
         transform.Translate(Vector3.forward * Time.deltaTime * Speed);
     }
     else
     {
         Destroy(gameObject);
     }
 }
Esempio n. 3
0
    /// <summary>
    /// Method call when the FSM Start. Creating the behavior for the FSM
    /// -Setting the plane to the initial position
    /// -Creating the state to go to the shot position and his transition to know when reach the position ( setting acctually by time)
    /// -Create the state shot with a always true transition ( converting the shot state in a one frame state )
    /// -Create the state to go to the final position and his transition to know when reach the position ( setting acctually by time)
    /// </summary>
    public override void Create()
    {
        // getting the plane and getting the speed for easy time calculation
        EnemyEntity plane               = (StateMachine as FSMEnemyBehavior).Plane;
        float       planeSpeed          = plane.GetComponentInChildren <EntityMovement>().Speed;
        float       timeToReachPosition = 0;

        // setting the plane in the initial position
        plane.GetComponent <EntityMovement>().Position = _initialPosition;

        // calculate the time to reach the shop position
        timeToReachPosition = (_shotPosition - _initialPosition).magnitude / planeSpeed;
        // creating the state go to position
        FSMState stateGoToShotPosition = new FSMStateMoveToScreenPosition(this, _shotPosition, timeToReachPosition);
        // creating the transition to inform when reach shopPosition
        FSMTransition onReachShotPositionByTime = new FSMTransitionTime(this, timeToReachPosition);

        // creating state shot
        FSMState stateShot = new FSMStateShot(this);
        // creating one frame transition
        FSMTransition onShot = new FSMTransitionTrue(this);

        // calculating the time to reach the final positions
        timeToReachPosition = (_finalPosition - _shotPosition).magnitude / planeSpeed;
        // creating the state go to final position
        FSMState stateGoToFinalPositions = new FSMStateMoveToScreenPosition(this, _finalPosition, timeToReachPosition);
        // creating the transition when reach final position
        FSMTransition onReachFinalPositionByTime = new FSMTransitionTime(this, timeToReachPosition);

        //creating the states flow
        // fist state go to shot positions
        SetFirstState(stateGoToShotPosition);
        // go to shot position with transition on reach position by time
        stateGoToShotPosition.AddTransition(onReachShotPositionByTime);
        // on reach position go to state shot
        onReachShotPositionByTime.SetNextState(stateShot);

        // set transition on shot for state shot
        stateShot.AddTransition(onShot);
        // set next state as go to final position
        onShot.SetNextState(stateGoToFinalPositions);
        // set transition for state go to finish positoin as reach final position
        stateGoToFinalPositions.AddTransition(onReachFinalPositionByTime);

        base.Create();
    }
Esempio n. 4
0
    void AddTargetsAsOther()
    {
        if (gameManager.enemyEntities.Count > 0)
        {
            foreach (EnemyEntity enemy in gameManager.enemyEntities)
            {
                Entity entity = enemy.GetComponent <Entity>();
                if (!targets.Contains(entity))
                {
                    targets.Add(entity);

                    entity.OnDeathEvent.AddListener(delegate {
                        targets.Remove(entity);
                    });
                }
            }
        }
    }