Esempio n. 1
0
    public override void perform(Controller c)
    {
        PatrollingEnemy pe = State.cast <PatrollingEnemy> (c);

        //move to origin
        if (Vector3.Distance(pe.transform.position, pe.getOrigin()) > originDistTolerance)
        {
            Vector3 navPos;
            if (c.getMap() != null)
            {
//				if (Vector2.Distance (pe.transform.position, pe.getOrigin ()) < pe.getMap ().cellDimension)
//					navPos = pe.getOrigin ();
                if (!c.currentPosition(out navPos))
                {
                    c.setPath(pe.getOrigin());

                    //throw out the first node in the path
                    Vector3 trash;
                    c.nextPosition(out trash);
                }
            }
            else
            {
                navPos = pe.getOrigin();
            }

            //turn to face move direction; wait until turning is done
            pe.facePoint(navPos, pe.getTurnSpeed() * Time.deltaTime);
            if (Vector3.Angle(pe.transform.position - navPos, -pe.transform.up) < turnTolerance)
            {
                float dist     = Vector2.Distance(c.transform.position, navPos);
                float moveDist = c.getSelf().getMovespeed() * Time.deltaTime;
                if (moveDist > dist)
                {
                    moveDist = dist;
                }

                //move
                c.transform.Translate(
                    (navPos - c.transform.position).normalized *
                    moveDist, Space.World);
            }
        }
        //reorienting idle behavior
        else
        {
            if (Quaternion.Angle(pe.transform.rotation, pe.getStartRotation()) > turnTolerance)
            {
                pe.facePoint(pe.getStartRotation() * Vector2.up, pe.getTurnSpeed());
            }
        }
    }
Esempio n. 2
0
    public override void perform(Controller c)
    {
        PatrollingEnemy patroller = State.cast <PatrollingEnemy> (c);
        PatrolNode      n         = patroller.getPatrolTarget();

        //can't do anything without a patrol target
        if (n == null)
        {
            return;
        }

        Vector3 navPos;

        if (c.getMap() != null)
        {
            if (Vector2.Distance(patroller.transform.position, n.transform.position) <= c.getMap().cellDimension)
            {
                navPos = n.transform.position;
            }
            else if (!c.currentPosition(out navPos))
            {
                c.setPath(n.transform.position);

                //throw out the first node in the path
                Vector3 trash;
                c.nextPosition(out trash);
            }
        }
        else
        {
            navPos = n.transform.position;
        }

        //turn to face move direction; wait until turning is done
        patroller.facePoint(navPos, patroller.getTurnSpeed() * Time.deltaTime);
        if (Vector3.Angle(patroller.transform.position - navPos, -patroller.transform.up) < turnTolerance)
        {
            float dist     = Vector2.Distance(c.transform.position, navPos);
            float moveDist = c.getSelf().getMovespeed() * Time.deltaTime;
            if (moveDist > dist)
            {
                moveDist = dist;
            }

            //move
            Vector2      dir = navPos - c.transform.position;
            RaycastHit2D hit = Physics2D.Raycast(c.transform.position, dir, moveDist * 20, ~0);
            Door         d   = null;
            if (hit.collider != null)
            {
                d = hit.collider.GetComponent <Door> ();
                if (d == null || d.isOpen())
                {
                    c.transform.Translate(
                        dir.normalized *
                        moveDist, Space.World);
                }
            }


            //if near the next point in the path, look ahead
            if (c.getMap() != null && dist < c.getMap().cellDimension / 2f)
            {
                c.nextPosition(out navPos);
            }

//			float patrolTolerance = c.getMap () != null ? c.getMap ().cellDimension : moveTolerance;

            //if near the target patrol node, look to the next one
            if (Vector2.Distance(patroller.transform.position, n.transform.position) < moveTolerance)
            {
                patroller.nextPatrolNode();
                if (c.getMap() != null && patroller.getPatrolTarget() != null)
                {
                    c.setPath(patroller.getPatrolTarget().transform.position);

                    //throw out the first node in the path
                    Vector3 trash;
                    c.nextPosition(out trash);
                }
            }
        }
    }