Esempio n. 1
0
    private void Update()
    {
        if (parentPopulation)
        {
            //take care of the removal of individual when time run out
            timeLeft -= Time.deltaTime;
            if (timeLeft <= 0)
            {
                parentPopulation.IndividualExhausted();
                Destroy(gameObject);
            }
            switch (status)
            {
            //search of a food node or individual if population is agressive
            case Status.searching:

                if (Vector3.Distance(target.position, transform.position) < 0.6f)
                {
                    target = generatePosition();
                    aiDestinationSetter.target = target;
                    aIPath.SearchPath();
                }
                break;

            //if a target is found, go to it
            case Status.seeking:
                if (aiDestinationSetter.target && Vector3.Distance(aiDestinationSetter.target.position, transform.position) < 1.2f)
                {
                    status = Status.eating;
                }
                break;

            //eat the food or individual, increasing the food amount for the population
            case Status.eating:
                if (aiDestinationSetter.target)
                {
                    aIPath.maxSpeed = 0;
                    if (aiDestinationSetter.target.tag == "Food")
                    {
                        parentPopulation.foodEaten(Time.deltaTime / 2 + (stats[(int)GameInfo.PopulationStat.stat.bite] / 10));
                    }
                    else
                    {
                        parentPopulation.foodEaten(Time.deltaTime * (stats[(int)GameInfo.PopulationStat.stat.agression] / 20));
                    }
                }
                break;
            }
            //if the food has decayed, go back to finding a new target
            if (!aiDestinationSetter.target)
            {
                status = Status.searching;
                target = generatePosition();
                aiDestinationSetter.target = target;
                aIPath.maxSpeed            = stats[(int)GameInfo.PopulationStat.stat.speed] * 2f + 15f;
                aIPath.SearchPath();
            }
        }
    }