Esempio n. 1
0
    // Update is called once per frame
    void Update()
    {
        mSteeringManager.ClearSteering();

        switch (mSettingsScript.getEnemyType())
        {
        case EnemySettings.enemyType.Seek:
        {
            mSteeringManager.Seek(mTarget.transform.position);
            mSteeringManager.wallAvoid(mTarget.transform.position);
            changeColour(Color.cyan);
            break;
        }

        case EnemySettings.enemyType.Flee:
        {
            mSteeringManager.Flee(mTarget.transform.position);
            changeColour(Color.green);
            break;
        }

        case EnemySettings.enemyType.Arrive:
        {
            mSteeringManager.Arrive(mTarget.transform.position);
            changeColour(Color.yellow);
            break;
        }

        case EnemySettings.enemyType.Pursue:
        {
            mSteeringManager.Pursue(mTarget.transform.position, mTarget.GetComponent <Rigidbody>().velocity);
            changeColour(Color.magenta);
            break;
        }

        case EnemySettings.enemyType.Evade:
        {
            mSteeringManager.Evade(mTarget.transform.position, mTarget.GetComponent <Rigidbody>().velocity);
            changeColour(Color.black);
            break;
        }

        case EnemySettings.enemyType.Wander:
        {
            mSteeringManager.Wander();
            mSteeringManager.Arrive(mTarget.transform.position);
            changeColour(Color.grey);
            break;
        }
        }

        Vector3 steering = mSteeringManager.getSteeringValue(mSettingsScript.getMaxForce());

        Vector3 velocityIn = mRigidBody.velocity;

        velocityIn.y = 0;

        Vector3 velocity = Vector3.ClampMagnitude(velocityIn + steering, mSettingsScript.getMaxSpeed());

        mRigidBody.velocity = velocity;


        checkState();
    }