public override bool OnSenseEvent2(Sheriff agent, Sense2 sense2) { if (sense2.Sender == GameObject.FindWithTag("Undertaker")) { Debug.Log(agent.ID + " Saw " + sense2.Sender + " By Sense:" + sense2.senseType); Debug.Log(agent.ID + ": Hope You Doing Your Job Properly " + sense2.Sender); return(true); } return(false); }
public static void sight() { for (int i = 0; i < EntityManager.GetCount(); ++i) { Agent a1 = EntityManager.GetEntity(i); agents = Physics2D.OverlapCircleAll(a1.transform.position, sightrange, 1 << LayerMask.NameToLayer("Agents")); foreach (Collider2D c in agents) { //Debug.Log(a1.ID + " SAW : " + c.gameObject.ToString()); Sense2 sense2 = new Sense2(c.gameObject, a1.ID, SenseType.Sight); a1.HandleSenseEvent2(sense2); } } }
public bool HandleSenseEvent2(Sense2 sense2) { //first see if the current state is valid and that it can handle //the sense if (state != null && state.OnSenseEvent2(agent, sense2)) { return(true); } //if not, and if a global state has been implemented, send //the message to the global state if (globalState != null && globalState.OnSenseEvent2(agent, sense2)) { return(true); } return(false); }
public virtual bool OnSenseEvent2(T agent, Sense2 sense2) { return(false); }
public override bool HandleSenseEvent2(Sense2 sense2) { return(stateMachine.HandleSenseEvent2(sense2)); }
public abstract bool HandleSenseEvent2(Sense2 sense2);