Esempio n. 1
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    SteeringOutput steering; //steering del personaje

    public FaceToSeenTarget(SightSensor Sensor, Kinetics Character, SteeringOutput Steering)
    {
        face      = new Face(Character, Character);
        sensor    = Sensor;
        character = Character;
        steering  = Steering;
    }
Esempio n. 2
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    void Start()
    {
        //rival
        agentKinetics = agentStatic.kineticsAgent;


        //POKEMONS
        pokemons = GameObject.FindGameObjectsWithTag("Pokemon");
        List <pokemon_data> pokemonDataList = new List <pokemon_data>();

        for (int i = 0; i < pokemons.Length; i++)
        {
            pokemons_list.Add(pokemons[i].GetComponent <static_data>().kineticsAgent);
            pokemonDataList.Add(pokemons[i].GetComponent <pokemon_data>());
        }
        pokemons_data = pokemonDataList.ToArray();
        pokemons_kins = pokemons_list.ToArray();

        //OBSTACLES
        GameObject[] obstaclesGo = GameObject.FindGameObjectsWithTag("Obstacle");
        for (int i = 0; i < obstaclesGo.Length; i++)
        {
            obstacles_list.Add(obstaclesGo[i].GetComponent <Transform>());
        }

        obstacles = obstacles_list.ToArray();

        //SENSOR
        sightSensor = sensorComp.sensor;
    }
 public UpdateAStarSeenStone(SightSensor Sensor, PathFindAStar AStar, Graph Graph, Transform Character, string[] Walkable)
 {
     sensor    = Sensor;
     aStar     = AStar;
     graph     = Graph;
     character = Character;
     walkable  = Walkable;
 }
Esempio n. 4
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    public override void setSensors()
    {
        GameObject  obj         = m_soldierBuildParam.character.getGameObject();
        SightSensor sightSensor = new SightSensor(obj);
        SoundSensor soundSensor = new SoundSensor(obj);

        GameManager.Instance.registerSensor(sightSensor);
        GameManager.Instance.registerSensor(soundSensor);
    }
Esempio n. 5
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 public ShootInk(Transform Character, GameObject InkPrefab, float BallSpeed, GameObject InkScreen, SightSensor Sensor, Kinetics[] Trainers, Transform[] Obstacles)
 {
     characterTransform = Character;
     inkBallPrefab      = InkPrefab;
     ballSpeed          = BallSpeed;
     inkScreen          = InkScreen;
     sensor             = Sensor;
     trainers           = Trainers;
     obstacles          = Obstacles;
 }
Esempio n. 6
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    public override bool ExtraChecks(Signal signal, Sensor sensor)
    {
        Vector3     signalPos   = signal.transform.position;
        Vector3     sensorPos   = sensor.transform.position;
        float       sensorOrien = sensor.transform.eulerAngles.z;
        SightSensor sigthSensor = (SightSensor)sensor;
        float       width       = sigthSensor.width;
        float       large       = sensor.threshold;

        return(utilities.CheckSightCone(sensorPos, large, width, sensorOrien, signalPos) && !utilities.LineSegmentIntersectionObstacleType(signalPos, sensorPos, obstacles, new string[] { "Tree1", "Tree2" }));
    }
Esempio n. 7
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    public override bool Test()
    {
        Vector3     signalPos   = sensor.detectedSignal.transform.position;
        Vector3     sensorPos   = sensor.transform.position;
        float       sensorOrien = sensor.transform.eulerAngles.z;
        SightSensor sigthSensor = (SightSensor)sensor;
        float       width       = sigthSensor.width;
        float       large       = sensor.threshold;
        bool        incone      = utilities.CheckSightCone(sensorPos, large, width, sensorOrien, signalPos);

        return(!(incone));
    }
Esempio n. 8
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    public void Start()
    {
        //所有引用的其它组件在此赋值
        chStatus    = GetComponent <CharacterStatus>();
        chAnim      = GetComponent <CharacterAnimation>();
        navAgent    = GetComponent <UnityEngine.AI.NavMeshAgent>();
        chSkillSys  = GetComponent <CharacterSkillSystem>();
        sightSensor = GetComponent <SightSensor>();
        if (sightSensor != null)
        {
            sightSensor.PerceptInfo   += ProcessSawInfo;
            sightSensor.NoPerceptInfo += ProcessNoSawInfo;
        }

        targetPlayer = GameObject.FindGameObjectWithTag("Player").transform;
        navMeshAgent = GetComponent <UnityEngine.AI.NavMeshAgent>();
        anim         = GetComponent <CharacterAnimation>();
        chSystem     = GetComponent <CharacterSkillSystem>();
        ConfigFSM();
        //初始化起始状态
        InitDefaultState();
    }
Esempio n. 9
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 public SawSomething(SightSensor Sensor, string SightType)
 {
     sensor    = Sensor;
     sightType = SightType;
 }
Esempio n. 10
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 public NoInSightCone(SightSensor Sensor)
 {
     sensor = Sensor;
 }
Esempio n. 11
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    // public float radiusAlert = 40f;//radio para alertarse
    // public float radiusRun = 35f;//radio para huir


    void Start()
    {
        //INICIALIZAMOS LA DATA DEL EXTERIOR
        kineticsAgent      = agent.kineticsAgent;
        steeringAgent      = agent.steeringAgent;
        kineticsTrainer    = trainer.kineticsAgent;
        kineticsRival      = rival.kineticsAgent;
        sightSensor        = sightComponent.sensor;
        sightSensorPokemon = sightComponentPokemon.sensor;
        soundSensor        = soundComponent.sensor;



        //Piedras
        stones = GameObject.FindGameObjectsWithTag("Stone");
        List <GameObject> stonesList = new List <GameObject>(stones);


        //Inicializamos grafo y A*
        graph = graphComponent.graph;
        aStar = new PathFindAStar(graph, null, null, null, walkable);

        //Inicializamos seek
        seek = new Seek(kineticsAgent, kineticsAgent, maxAccel);

        //Inicializamos lookwehereyougoing
        look = new LookWhereYouAreGoing(kineticsAgent);

        //Obstaculos
        GameObject[]    obstacles     = GameObject.FindGameObjectsWithTag("Obstacle");
        obstacle_data[] obstaclesData = new obstacle_data[obstacles.Length];

        for (int k = 0; k < obstacles.Length; k++)
        {
            obstaclesData[k] = obstacles[k].GetComponent <obstacle_data>();
        }

        //Puntos estrategicos
        strategicPoints = pointsComponent.coverNodes;



        //COMENZAMOS A CONSTRUIR LA MAQUINA DE ESTADOS

        //1. ACCIONES:

        //acciones relacionadas a astar
        FollowPathOfPoints        followPath       = new FollowPathOfPoints(steeringAgent, seek, null, false);
        UpdateFollowPathWithAstar updateFollow     = new UpdateFollowPathWithAstar(followPath, aStar, obstaclesData);
        UpdateAstarBestCoverPoint updateAstarCover = new UpdateAstarBestCoverPoint(strategicPoints, transform, new Transform[] { kineticsRival.transform, kineticsTrainer.transform }, obstaclesData, graph, aStar, walkable);
        UpdateAStarSeenStone      updateAstarStone = new UpdateAStarSeenStone(sightSensor, aStar, graph, transform, walkable);
        //acciones de manejo de giros
        SetAngularSpeed setDefaultRotation = new SetAngularSpeed(kineticsAgent, 10f);
        SetAngularSpeed setZeroRotation    = new SetAngularSpeed(kineticsAgent, 0f);
        StopMoving      stop       = new StopMoving(kineticsAgent, steeringAgent);
        LookWhereGoing  lookAction = new LookWhereGoing(look, steeringAgent);
        //acciones de manejo de srpites
        ShowDefaultSprite defaultSprite = new ShowDefaultSprite(pokemonData);
        RunSprite         showRunSprite = new RunSprite(pokemonData);
        Evolve2           evolve;
        ShowIcon          showExclamation    = new ShowIcon(this.gameObject, "Exclamation");
        DisableIcon       disableExclamation = new DisableIcon(this.gameObject, "Exclamation");
        ShowIcon          showSweat          = new ShowIcon(this.gameObject, "Sweat");
        DisableIcon       disableSweat       = new DisableIcon(this.gameObject, "Sweat");
        //acciones de asistencia
        ResetSensor     resetSight        = new ResetSensor(sightSensor);
        ResetSensor     resetSightPokemon = new ResetSensor(sightSensorPokemon);
        ResetSensor     resetSound        = new ResetSensor(soundSensor);
        ResetSensorList resetSensors      = new ResetSensorList(new List <ResetSensor>()
        {
            resetSight, resetSound, resetSightPokemon
        });
        //acciones de tiempo
        SetTimer setAlertTime;
        //acciones que modifican la maquina de estados misma
        RemoveStateTransition removeTouchStone;
        RemoveStateTransition removeSawStone;
        RemoveStateTransition removeSawStone2;
        RemoveAction          removeDefaultSpriteAction;
        RemoveAction          removeRunSpriteAction;
        RemoveAction          removeRunSpriteAction2;



        //2. ESTADOS:

        List <Action> entryActions; //aqui iremos guardanndo todas las acciondes de entrada
        List <Action> exitActions;  //aqui iremos guardanndo todas las acciones de salida
        List <Action> actions;      //aqui guardaremos todas las acciones intermedias

        //2.a estado para esperar sin hacer nada
        //durante este estado eevee estara quieto hasta que algun humano lo haga reaccionar
        entryActions = new List <Action>()
        {
            stop, defaultSprite, setZeroRotation, resetSensors
        };                                                                                     //al entrar al estado debemos parar y sentarnos
        removeDefaultSpriteAction = new RemoveAction(defaultSprite, entryActions);
        actions = new List <Action>()
        {
        };                            //hacer guardia girando
        exitActions = new List <Action>()
        {
        };

        State wait = new State(actions, entryActions, exitActions);


        //2.b estado para sorprenderse
        //durante este estado eevee dara vueltas en alterta angustiado porque escucho algo, este estado durara solo cierto tiempo
        entryActions = new List <Action>()
        {
            showExclamation, setDefaultRotation
        };                                                                      //al entrar al estado debemos sorprendernos
        actions = new List <Action>()
        {
        };
        exitActions = new List <Action>()
        {
            disableExclamation, setZeroRotation
        };                                                                    //al salir dejamos de sorprendernos

        State alert = new State(actions, entryActions, exitActions);

        //2.c estado para perseguir piedra
        //durante este estado eevee se concentrara unicamente en buscar las piedra que vio
        entryActions = new List <Action>()
        {
            updateAstarStone, updateFollow, showExclamation, showRunSprite
        };                                                                                                 //al entrar al estado debemos actualizar el a* y luego el camino
        removeRunSpriteAction2 = new RemoveAction(showRunSprite, entryActions);
        actions = new List <Action>()
        {
            followPath, lookAction
        };                                                   //durante la accion seguimos el camino
        exitActions = new List <Action>()
        {
            disableExclamation
        };                                                    //al salir no hacemos nada

        State followStone = new State(actions, entryActions, exitActions);

        //2.d estado para perseguir punto de encuentro
        //durante este estado eevee buscara donde esconderse, puede verse interrumpido si accidentalmente toca una piedra o se comprometio su escondite
        entryActions = new List <Action>()
        {
            updateAstarCover, updateFollow, showSweat, showRunSprite, resetSensors
        };                                                                                                         //al entrar al estado debemos actualizar el a* y luego el camino
        removeRunSpriteAction = new RemoveAction(showRunSprite, entryActions);
        actions = new List <Action>()
        {
            followPath, lookAction
        };                                                   //durante la accion seguimos el camino
        exitActions = new List <Action>()
        {
            disableSweat
        };                                              //al salir no hacemos nada

        State followCoverPoint = new State(actions, entryActions, exitActions);

        //2.extra dummy states
        //estos estados son de relleno para facilitar la activacion de ciertas acciones en le orden adecuado
        entryActions = new List <Action>(); //al entrar al estado debemos parar y sentarnos
        actions      = new List <Action>(); //hacer guardia girando
        exitActions  = new List <Action>(); //al salir no hacemos nada

        State evolveState1 = new State(actions, entryActions, exitActions);
        State evolveState2 = new State(actions, entryActions, exitActions);



        //3. CONDICIONES:

        SawSomething       sawStone            = new SawSomething(sightSensor, "Stone");               //si vemos una piedra evolutiva
        SawSomething       sawHuman            = new SawSomething(sightSensor, "Human");               //si vemos una persona
        HeardSomething     heardHumanClose     = new HeardSomething(soundSensor, "Human", 0f);         //si escuchamos a un humano cerca
        HeardSomething     heardHumanVeryClose = new HeardSomething(soundSensor, "Human", 5f);         //si escuchamos a un  humanos muy cerca
        TouchedGameObjects touchedStone        = new TouchedGameObjects(stonesList, transform, "Sun"); //si tocamos una piedra evolutiva

        evolve = new Evolve2(pokemonData, touchedStone, updateAstarCover, aStar);
        FollowArrived       arrived        = new FollowArrived(followPath, transform);                      //si llegamos al objetivo de follow
        PokemonInCoverPoint otherInMyCover = new PokemonInCoverPoint(aStar, sightSensorPokemon, transform); //si vemos que un pokemon se metio en nuestro escondite

        TimeOut alertTimeOut = new TimeOut(5f);

        setAlertTime = new SetTimer(alertTimeOut);
        TrueCondition alwaysTrue = new TrueCondition();


        //4. TRANSICIONES:

        List <Action> transitionsActions;
        List <Action> noActions = new List <Action>();

        transitionsActions = new List <Action>()
        {
            setAlertTime
        };
        Transition heardCloseHuman     = new Transition(heardHumanClose, transitionsActions, alert);
        Transition seemsSafe           = new Transition(alertTimeOut, noActions, wait);
        Transition heardVeryCloseHuman = new Transition(heardHumanVeryClose, noActions, followCoverPoint);

        transitionsActions = new List <Action>()
        {
        };
        Transition sawAhuman        = new Transition(sawHuman, transitionsActions, followCoverPoint);
        Transition sawAstone        = new Transition(sawStone, transitionsActions, followStone);
        Transition pokemonInMyCover = new Transition(otherInMyCover, transitionsActions, followCoverPoint);

        //transiciones dummy
        transitionsActions = new List <Action>()
        {
            evolve
        };
        Transition evolving1 = new Transition(alwaysTrue, transitionsActions, followCoverPoint);
        Transition evolving2 = new Transition(alwaysTrue, transitionsActions, wait);


        transitionsActions = new List <Action>()
        {
            evolve, removeDefaultSpriteAction, removeRunSpriteAction, removeRunSpriteAction2
        };
        Transition touchStone1 = new Transition(touchedStone, transitionsActions, evolveState1);
        Transition touchStone2 = new Transition(touchedStone, transitionsActions, evolveState2);

        //si evolucionamos debemos quitar las transiciones relacionadas a las stones
        removeSawStone   = new RemoveStateTransition(sawAstone, followCoverPoint);
        removeSawStone2  = new RemoveStateTransition(sawAstone, alert);
        removeTouchStone = new RemoveStateTransition(touchStone1, followCoverPoint);
        transitionsActions.Add(removeSawStone);
        transitionsActions.Add(removeSawStone2);
        transitionsActions.Add(removeTouchStone);

        Transition arrivedFollowEnd = new Transition(arrived, noActions, wait);

        //4.1 AGREGAMOS TRANSICIONES A ESTADOS

        List <Transition> transitions;

        transitions = new List <Transition>()
        {
            sawAhuman, heardCloseHuman
        };
        wait.transitions = transitions;

        transitions = new List <Transition>()
        {
            sawAhuman, sawAstone, heardVeryCloseHuman, seemsSafe
        };
        alert.transitions = transitions;

        transitions = new List <Transition>()
        {
            evolving1
        };
        evolveState1.transitions = transitions;

        transitions = new List <Transition>()
        {
            evolving2
        };
        evolveState2.transitions = transitions;


        transitions = new List <Transition>()
        {
            touchStone1, sawAstone, pokemonInMyCover, arrivedFollowEnd, sawAhuman
        };
        followCoverPoint.transitions = transitions;

        transitions = new List <Transition>()
        {
            touchStone2, arrivedFollowEnd, pokemonInMyCover
        };
        followStone.transitions = transitions;



        //5 MAQUINA DE ESTADOS
        State[] states = new State[] { wait, alert, followCoverPoint, followStone, evolveState1, evolveState2 };
        eeveeMachine = new StateMachine(states, wait);
    }
Esempio n. 12
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 public PokemonInCoverPoint(PathFindAStar AStar, SightSensor Sensor, Transform Character)
 {
     aStar     = AStar;
     sensor    = Sensor;
     character = Character;
 }
Esempio n. 13
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    public string[] careToSee; //que nos interesa ver

    void Awake()
    {
        sensor = new SightSensor(transform, threshold, widthAngle, careToSee);
    }
Esempio n. 14
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    void Start()
    {
        //INICIALIZAMOS LA DATA DEL EXTERIOR
        kinOctillery       = octillery.kineticsAgent;
        steeringOctillery  = octillery.steeringAgent;
        defaulAngularSpeed = kinOctillery.rotation;
        kineticsTrainer    = trainer.kineticsAgent;
        kineticsRival      = rival.kineticsAgent;
        sightSensor        = sightSensorScript.sensor;

        Kinetics[] targets = new Kinetics[2];
        targets[0] = kineticsTrainer;
        targets[1] = kineticsRival;

        //obstacles
        List <Transform> obstacles_list = new List <Transform>();

        GameObject[] obstaclesGo = GameObject.FindGameObjectsWithTag("Obstacle");
        for (int i = 0; i < obstaclesGo.Length; i++)
        {
            obstacles_list.Add(obstaclesGo[i].GetComponent <Transform>());
        }

        obstacles = obstacles_list.ToArray();


        //COMENZAMOS A CONSTRUIR LA MAQUINA DE ESTADOS

        //1. ACCIONES:

        ShowIcon         showExclamation       = new ShowIcon(this.gameObject, "Exclamation");
        DisableIcon      disableExclamation    = new DisableIcon(this.gameObject, "Exclamation");
        SetAngularSpeed  setAngularToZero      = new SetAngularSpeed(kinOctillery, 0f);
        SetAngularSpeed  setAngularToDefault   = new SetAngularSpeed(kinOctillery, defaulAngularSpeed);
        SetAngularAccel  setAngularAccelToZero = new SetAngularAccel(steeringOctillery, 0f);
        ResetSensor      resetSightSensor      = new ResetSensor(sightSensor);
        FaceToSeenTarget faceTarget            = new FaceToSeenTarget(sightSensor, kinOctillery, steeringOctillery);
        ShootInk         shootInkToTarget      = new ShootInk(transform, inkBallPrefab, inkSpeed, inkScreen, sightSensor, targets, obstacles);


        //2. ESTADOS:

        List <Action> entryActions; //aqui iremos guardanndo todas las acciondes de entrada
        List <Action> exitActions;  //aqui iremos guardanndo todas las acciones de salida
        List <Action> actions;      //aqui guardaremos todas las acciones intermedias

        //2.a estado para seguir camino

        entryActions = new List <Action>()
        {
            setAngularToDefault, setAngularAccelToZero
        };
        actions     = new List <Action>();
        exitActions = new List <Action>();

        State guardState = new State(actions, entryActions, exitActions);

        entryActions = new List <Action>()
        {
            showExclamation, setAngularToZero
        };
        actions = new List <Action>()
        {
            faceTarget, shootInkToTarget
        };
        exitActions = new List <Action>()
        {
            disableExclamation
        };

        State shootState = new State(actions, entryActions, exitActions);

        //3. CONDICIONES:

        // octillery solo disparara si ve un humano
        SawSomething sawHuman = new SawSomething(sightSensor, "Human");

        // octillery solo entrara en guardia de nuevo si no hay humanos en su cono de vision
        NoInSightCone noHumanInCone = new NoInSightCone(sightSensor);


        //4. TRANSICIONES:

        List <Action> noActions = new List <Action>();
        List <Action> transitionsActions;


        transitionsActions = new List <Action>()
        {
            resetSightSensor
        };
        Transition noHumanInConeSight = new Transition(noHumanInCone, transitionsActions, guardState);

        Transition humanSeen = new Transition(sawHuman, noActions, shootState);


        //4.1 AGREGAMOS TRANSICIONES A ESTADOS
        List <Transition> transitions = new List <Transition>()
        {
            humanSeen
        };

        guardState.transitions = transitions;

        transitions = new List <Transition>()
        {
            noHumanInConeSight
        };
        shootState.transitions = transitions;


        //5 MAQUINA DE ESTADOS
        State[] states = new State[] { guardState, shootState };
        octilleryMachine = new StateMachine(states, guardState);
    }