Esempio n. 1
0
    public override FiniteState CheckState()
    {
        if (_homer.EnemyTooClose())
        {
            return(_escape);
        }

        List <Homer> homersInFlockingRange = _homer.GetHomersCloseEnoughToFlock().FindAll(h => h.capturer == null);

        if (homersInFlockingRange.Count == 0)
        {
            return(_wander);
        }

        _steeringController.SetBehaviours(
            homersInFlockingRange.ConvertAll <SteeringBehaviour>(
                (h) => new SteerToTarget(this.gameObject.transform, h.transform)
                )
            );

        _steeringController.AddBehaviours(
            _homer.GetTooCloseHomers().ConvertAll <SteeringBehaviour>(
                (h) => new SteerFromTarget(this.gameObject.transform, h.transform)
                )
            );

        _steeringController.AddBehaviours(new SteerAvoidBuildings(this.transform));

        _steeringController.Steer();

        return(this);
    }
Esempio n. 2
0
    public override FiniteState CheckState()
    {
        if (_homer.EnemyTooClose())
        {
            return(_escape);
        }

        if (_homer.HomerCloseEnoughToFlock())
        {
            return(_flock);
        }

        _steeringController.SetBehaviours(
            new List <SteeringBehaviour>()
        {
            new SteerAvoidBuildings(this.transform),
            new SteerWanderXZ(this.gameObject.transform)
        }
            );

        _steeringController.Steer();

        return(this);
    }