private void SteeringMove(HeuristicType heuristicType) { switch (heuristicType) { case HeuristicType.A1: MovementBehaviour1.SteeringArrive(); break; case HeuristicType.A2: MovementBehaviour1.KinematicArrive(); break; case HeuristicType.B1: MovementBehaviour1.KinematicArrive(); break; case HeuristicType.B2: MovementBehaviour1.SteeringArrive(); break; case HeuristicType.C1: MovementBehaviour1.SteeringFlee(); break; case HeuristicType.C2: MovementBehaviour1.Evade(); break; } }
private void SteeringRotate(CharacterBehaviourWrapper.HeuristicType heuristicType) { switch (heuristicType) { case CharacterBehaviourWrapper.HeuristicType.A1: break; case CharacterBehaviourWrapper.HeuristicType.A2: MovementBehaviour1.Face(MovementBehaviour1.TargetGameObject.transform); break; case CharacterBehaviourWrapper.HeuristicType.B1: MovementBehaviour1.LookWhereYoureGoing(); break; case CharacterBehaviourWrapper.HeuristicType.B2: MovementBehaviour1.Face(MovementBehaviour1.TargetGameObject.transform); break; case CharacterBehaviourWrapper.HeuristicType.C1: MovementBehaviour1.LookWhereYoureGoing(); break; case CharacterBehaviourWrapper.HeuristicType.C2: MovementBehaviour1.FaceAway(MovementBehaviour1.TargetGameObject.transform); break; } }
private void KinematicMovement(HeuristicType heuristicType) { switch (heuristicType) { case HeuristicType.A1: MovementBehaviour1.KinematicArrive(); break; case HeuristicType.A2: MovementBehaviour1.KinematicArrive(); break; case HeuristicType.B1: MovementBehaviour1.KinematicArrive(); break; case HeuristicType.B2: MovementBehaviour1.KinematicArrive(); break; case HeuristicType.C1: MovementBehaviour1.KinematicFlee(); break; case HeuristicType.C2: MovementBehaviour1.KinematicFlee(); break; } }
private void KinematicRotate(HeuristicType heuristicType) { switch (heuristicType) { case HeuristicType.A1: break; case HeuristicType.A2: MovementBehaviour1.InterpolateRotate(); break; case HeuristicType.B1: MovementBehaviour1.InterpolateRotate(); break; case HeuristicType.B2: MovementBehaviour1.InterpolateRotate(); break; case HeuristicType.C1: // MovementBehaviour1.InterpolateRotate(); break; case HeuristicType.C2: MovementBehaviour1.InterpolateRotateWithEnemy(); break; } }
public void Tagged() { animation.Play("worry"); MovementBehaviour1.Stop(); }