Esempio n. 1
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    public override void Enter(Sheep owner)
    {
        base.Enter(owner);
        owner.GetSteering.ObstacleAvoidenceOn();
        owner.GetSteering.ThreatTrans = owner.Herde.Wolf.transform;

        EntityMessenger.SubscribeToEntity(owner.Herde.Ogre, owner);
    }
Esempio n. 2
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    public override void Enter(Ogre owner)
    {
        base.Enter(owner);

        owner.Stop();
        owner.GetCurrentRegion.StartLeeching();

        MessageEventArgs e = new MessageEventArgs();

        e.Sender  = owner;
        e.Message = Region.ARRIVED_AT_REGION;
        EntityMessenger.SendMessage(e);
        Debug.Log("[OGRE]: Idle.");
    }
Esempio n. 3
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    public override void Enter(Ogre owner)
    {
        base.Enter(owner);
        Debug.Log("Enters GoToNewRegion...");
        owner.ResetRegion();
        owner.FindPromisingRegion();
        Vector3 regionCenter = owner.GetCurrentRegion.bounding.center;

        owner.GetSteering.PathFollowOn(regionCenter);

        MessageEventArgs e = new MessageEventArgs();

        e.Sender  = owner;
        e.Message = Region.FOUND_NEW_REGION;
        EntityMessenger.SendMessage(e);
    }
Esempio n. 4
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    protected override void Awake()
    {
        base.Awake();

        stateMachine = new StateMachine <Ogre>(this);

        ////ScriptLoader doesnt work in build of the simulation
        //if(states == null)
        //    states = new Dictionary<string, State<Ogre>>();

        //    ScriptLoader.LoadScript<Ogre>("GoToNewRegionOgreState", states);
        //    ScriptLoader.LoadScript<Ogre>("GlobalOgreState", states);
        //    ScriptLoader.LoadScript<Ogre>("IdleState", states);

        // Register this entity for messenging
        EntityMessenger.RegisterEntity(ID);
    }
Esempio n. 5
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    protected override void Awake()
    {
        base.Awake();

        EntityMessenger.RegisterEntity(ID);

        hungerDissatisfier = Random.Range(100, 300);

        stateMachine = new StateMachine <Sheep>(this);

        //Script loader Doesnt work in build of the simulation
        //if (states == null)
        //{
        //    states = new Dictionary<string, State<Sheep>>();
        //}

        //ScriptLoader.LoadScript<Sheep>("GroupSheepState", states);
        //ScriptLoader.LoadScript<Sheep>("FleeingSheepState", states);
        //ScriptLoader.LoadScript<Sheep>("GrazingSheepState", states);
        //ScriptLoader.LoadScript<Sheep>("WanderingSheepState", states);
        //ScriptLoader.LoadScript<Sheep>("GlobalSheepState", states);
    }