public ShootAction(NPCSoldier npc, BlackBoard blackBoard, string key) : base(npc) { board = blackBoard; this.key = key; shootPos = new Vector3(0, 0.8f, 0); }
public ActionNode(NPCSoldier npcSoldier) { soldier = npcSoldier; }
private void Start() { player = GameObject.FindGameObjectWithTag(Tags.Player).GetComponent <UserSoldier>(); gameManager = GameObject.FindGameObjectWithTag(Tags.GameController).GetComponent <GameManager>(); npc = GetComponent <NPCSoldier>(); npc.Damaged += Damaged; nextRadius = gameManager.nextRadius; SetCoverPos(transform.position); var notInSafeZoneCond = new ConditionNode(IsInSafeZone, false); var haveEnemyCond = new ConditionNode(HaveEnemyInSight, true); var beingShootCond = new ConditionNode(BeingShoot, true); var haveWeaponCond = new ConditionNode(HaveWeapon, true); var seekWeaponCond = new ConditionNode(SeekWeapon, true); var equipAction = new SetEquipmentAction(npc, true); var notEquipAction = new SetEquipmentAction(npc, false); var crouchAction = new SetCrouchAction(npc, true); var notCrouchAction = new SetCrouchAction(npc, false); var toSafeZoneAction = new MoveAction(npc, blackBoard, safeZoneKey); var goCoverAction = new MoveAction(npc, blackBoard, coverPosKey); var FallBackAction = new MoveAction(npc, blackBoard, fallBackPosKey); var goWeaponAction = new MoveAction(npc, blackBoard, weaponPosKey); var pickUpWeaponAction = new PickUpWeaponAction(npc, blackBoard, weaponKey); var shootAction = new ShootAction(npc, blackBoard, enemyPosKey); var turnToShooterAction = new TurnAction(npc, blackBoard, shooterPosKey); var idleAction = new IdleAction(npc); var combat = new SequenceNode(); combat.AddCondition(haveWeaponCond); combat.AddNode(equipAction); combat.AddNode(shootAction); var fallBack = new SequenceNode(); fallBack.AddNode(FallBackAction); haveEnemy = new SelectionNode(); haveEnemy.AddCondition(haveEnemyCond); haveEnemy.AddNode(combat); haveEnemy.AddNode(fallBack); var counter = new SequenceNode(); counter.AddCondition(haveWeaponCond); counter.AddNode(turnToShooterAction); beingShoot = new SelectionNode(); beingShoot.AddCondition(beingShootCond); beingShoot.AddNode(counter); beingShoot.AddNode(fallBack); toSafeZone = new SequenceNode(); toSafeZone.AddCondition(notInSafeZoneCond); toSafeZone.AddNode(notCrouchAction); toSafeZone.AddNode(notEquipAction); toSafeZone.AddNode(toSafeZoneAction); stayInCover = new SequenceNode(); stayInCover.AddCondition(haveWeaponCond); stayInCover.AddNode(goCoverAction); stayInCover.AddNode(crouchAction); stayInCover.AddNode(idleAction); seekWeapon = new SequenceNode(); seekWeapon.AddCondition(seekWeaponCond); seekWeapon.AddNode(goWeaponAction); seekWeapon.AddNode(pickUpWeaponAction); idle = new SelectionNode(); idle.AddNode(stayInCover); idle.AddNode(seekWeapon); root.AddNode(haveEnemy); root.AddNode(beingShoot); root.AddNode(toSafeZone); root.AddNode(idle); }
public PickUpWeaponAction(NPCSoldier npcSoldier, BlackBoard blackBoard, string key) : base(npcSoldier) { board = blackBoard; this.key = key; }
public IdleAction(NPCSoldier npc) : base(npc) { }
public TurnAction(NPCSoldier npcControl, BlackBoard blackBoard, string key) : base(npcControl) { board = blackBoard; this.key = key; }
public MoveAction(NPCSoldier npc, BlackBoard blackBoard, string key) : base(npc) { board = blackBoard; this.key = key; }
public SetEquipmentAction(NPCSoldier npc, bool equip) : base(npc) { this.equip = equip; }
public SetCrouchAction(NPCSoldier npc, bool target) : base(npc) { this.target = target; }