Esempio n. 1
0
    public override void UpdateState(AI _owner)
    {
        /**
         * if (_owner.InSpotRangeFront() == true)
         * {
         *  _owner.StopAndStare();
         *  //play a sound here!
         * }*/

        if (_owner.InAttackRadius() == true)
        {
            _owner.stateMachine.ChangeState(FollowState.Instance);
        }


        //leave this state after you are unable to see the player
        //relook at this variable
        if (searchingTimer >= totalSearchingTimer && _owner.InSpotRangeFront() == false)
        {
            _owner.stateMachine.ChangeState(PatrolState.Instance);
        }

        //while ghost spots you
        if (_owner.InSpotRangeFront() == true)
        {
            detectionMeter += Time.deltaTime;
            searchingTimer  = 0f;
            _owner.StopAndStare();
        }

        //if you leave line of sight
        if (_owner.InSpotRangeFront() == false && searchingTimer <= totalSearchingTimer)
        {
            searchingTimer += Time.deltaTime;
            //Debug.Log("im searching");
            //Debug.Log(searchingTimer);
            ghost.MoveAt(ghost.getPlayerPosition());
        }

        //while you have exceeded the amount of staredown time
        if (detectionMeter >= totaldetectionMeter)
        {
            //Debug.Log("i think i see you");
            //possible issue with moving forward
            //ghost.MoveAt(ghost.getPlayerPosition());
            _owner.stateMachine.ChangeState(FollowState.Instance);
        }
    }
Esempio n. 2
0
 void ChasePlayer()
 {
     //GetDistance();
     //TODO test and change if required
     ghost.MoveAt(ghost.getPlayerPosition());
 }