Esempio n. 1
0
    public override void UpdateState()
    {
        //Debug.DrawLine(m_stalker.transform.position, m_activePoints.m_currentWaypoint, Color.magenta);
        if (m_stalkerMotor.TargetReached)
        {
            if (m_path.status != NavMeshPathStatus.PathInvalid && m_currentPathIndex < m_path.corners.Length)
            {
                m_stalkerMotor.SetNewTarget(m_path.corners[m_currentPathIndex++]);
            }
            else
            {
                // clear the current path
                m_path.ClearCorners();
                m_currentPathIndex = 0;

                // Find the next waypoint and find a path to it
                switch (m_stalkerMotor.CurrentSearchType)
                {
                case Motor_Stalker.SearchType.LINEAR:
                    m_stalkerAgent.CalculatePath(Navigation.FindNearestWaypoint(ref m_activePoints), m_path);
                    break;

                case Motor_Stalker.SearchType.RANDOM:
                    m_stalkerAgent.CalculatePath(Navigation.FindRandomWaypoint(ref m_activePoints), m_path);
                    break;
                }
            }
        }

        // Move to next position
        m_stalkerMotor.UpdateMotor();

        // Check for player if in range
        if (m_stalkerMotor.ShouldCheckForNearbyObjects)
        {
            // Update the sight
            m_stalkerMotor.UpdateLOS();

            if (m_stalkerMotor.CanSeePlayer)
            {
                // Enter pursuit state and set the player's location as the new target
                m_stalker.SetPursuitState(GameManager.Player.transform);
            }
        }
    }
Esempio n. 2
0
    public override void UpdateState()
    {
        // Draw the path in the editor window
        for (int i = 0; i < m_path.corners.Length - 1; ++i)
        {
            Debug.DrawLine(m_path.corners[i], m_path.corners[i + 1], Color.red);
        }

        // Update the LOS
        m_stalkerMotor.UpdateLOS();

        // Update the position if the player is still in sight and has moved
        if (m_stalkerMotor.CanSeePlayer)
        {
            if (Vector3.Distance(m_stalker.transform.position, m_target.position) < m_stalkerMotor.AttackRange)
            {
                m_stalkerMotor.SetAttacking(true);
                return;
            }
            else
            {
                m_stalkerMotor.SetAttacking(false);
            }

            if (m_target.position != m_goalPosition)
            {
                UpdateGoalPositionAndPath(m_target.position);
                m_stalkerMotor.SetNewTarget(m_path.corners[0]);
            }
        }
        else if (m_stalkerMotor.TargetReached)
        {
            // Continue Along path until goal is reached
            if (m_path.status != NavMeshPathStatus.PathInvalid && m_currentPathIndex < m_path.corners.Length)
            {
                m_stalkerMotor.SetNewTarget(m_path.corners[m_currentPathIndex++]);
            }
            else
            {
                m_stalker.SetWanderState();
            }
        }

        m_stalkerMotor.UpdateMotor();
    }