public static FollowPlayerState GetInstance()
 {
     if (_instance == null)
     {
         _instance = new FollowPlayerState();
     }
     return(_instance);
 }
Esempio n. 2
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    public override void Update(EnemyAgent agent)
    {
        if (Vector3.Distance(agent.GetNavMeshAgent().destination, agent.transform.position) < 2.5f)
        {
            agent.UpdateWaypoint();
        }
        RaycastHit hit;

        if (Physics.SphereCast(agent.transform.position + new Vector3(0.5f, 0f, 0.5f), 1f, agent.transform.forward, out hit, agent.GetFollowRange()))
        {
            if (hit.collider.tag == "Player")
            {
                agent.SetState(FollowPlayerState.GetInstance());
            }
        }
    }
Esempio n. 3
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    public override void Update(EnemyAgent agent)
    {
        //check if player is in his way if yes follow player
        if (Vector3.Distance(agent.GetNavMeshAgent().destination, agent.transform.position) < agent.GetAttackRange() + 0.5f)
        {
            agent.SetState(AttackBaseState.GetInstance());
        }
        RaycastHit hit;

        if (Physics.SphereCast(agent.transform.position + new Vector3(0.5f, 0.5f, 0.5f), 0.5f, agent.transform.forward, out hit, agent.GetFollowRange()))
        {
            if (hit.collider.tag == "Player")
            {
                agent.SetState(FollowPlayerState.GetInstance());
            }
        }
    }
 public override void Update(EnemyAgent agent)
 {
     //check if target still in attack range if yes attack again after ending the attack animation
     agent.SetPlayerTarget();
     if (Vector3.Distance(agent.GetNavMeshAgent().destination, agent.transform.position) < agent.GetAttackRange())
     {
         if (agent.GetCurrentTimeBtwAttacks() <= 0)
         {
             agent.Attack();
         }
         else
         {
             agent.AdjustAttackTime();
         }
     }
     else
     {
         agent.SetState(FollowPlayerState.GetInstance());
     }
 }
Esempio n. 5
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    private void MakeFSM()
    {
        Vector3      target = new Vector3(Random.Range(transform.position.x - 5.0f, transform.position.x + 5.0f), Random.Range(transform.position.y - 5.0f, transform.position.y + 5.0f));
        RoamingState follow = new RoamingState(target);

        follow.AddTransition(Transition.SawPlayer, StateID.ChasePlayer);

        FollowPlayerState chase = new FollowPlayerState();

        chase.AddTransition(Transition.LostPlayer, StateID.FollowPath);
        chase.AddTransition(Transition.NearPlayer, StateID.AttackPlayer);

        ShootPlayerState attack = new ShootPlayerState();

        attack.AddTransition(Transition.SawPlayer, StateID.ChasePlayer);

        sm = new FSMSystem();
        sm.AddState(follow);
        sm.AddState(chase);
        sm.AddState(attack);
    }