void Update()
    {
        isPathDone = seeker.IsDone();

        Vector3 dirToTarget = player.transform.position - transform.position;
        float   angle       = Vector3.SignedAngle(dirToTarget, transform.forward, Vector3.up);

        //if (enemyHealth.currentHealth > 0 && playerHealth.currentHealth > 0)
        //{

        if (currentAction == Action.Attack && isPathDone)
        {
            seeker.GetCurrentPath().Error();
            seeker.StartPath(transform.position, player.transform.position, OnPathComplete);
            playWalk(angle);
        }

        if (currentPath != null && !PathUtilities.IsPathPossible(currentPath.path))
        {
            richAI.SearchPath();
            Debug.Log("get back here!");
        }

        if (!richAI.pathPending && richAI.reachedEndOfPath && isPathDone)
        {
            playIdle(angle);
            if (!isCoroutineRunning)
            {
                if (currentAction == Action.Seeking)
                {
                    StartCoroutine(seekWait(angle));
                    isCoroutineRunning = true;
                }
                else if (currentAction == Action.Patrolling)
                {
                    if (points[(int)nfmod(destPoint - 1, points.Length)].CompareTag("Finish"))
                    {
                        alerted       = true;
                        currentAction = Action.Seeking;
                    }
                    else
                    {
                        StartCoroutine(patrollWait(angle));
                        isCoroutineRunning = true;
                    }
                }
            }
        }
        else
        {
            playWalk(angle);
        }

        //}
        //else
        //{
        //    nav.enabled = false;
        //}
    }
Esempio n. 2
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 /// <summary>
 /// 自动移动
 /// </summary>
 /// <param name="position">目的地</param>
 public void SetDestination(Vector3 targetPosition)
 {
     aiPath.acceleration = float.MaxValue;
     aiPath.destination  = targetPosition;
     aiPath.SearchPath();
     aiPath.onSearchPath = () =>
     {
         aiPath.canMove = true;
     };
 }