Esempio n. 1
0
        protected override void Awake()
        {
            base.Awake();

            MoveState   moveState   = new MoveState(gameObject);
            IddleState  iddleState  = new IddleState(gameObject);
            ChaseState  chaseState  = new ChaseState(gameObject);
            AttackState attackState = new AttackState(gameObject);
            AlertState  alertState  = new AlertState(gameObject);

            stateMachine.SetState(iddleState);

            stateMachine.AddTransition(iddleState, moveState, () => iddleState.TimeEnded() && !targeting.hasTarget);
            stateMachine.AddTransition(iddleState, alertState, () => iddleState.TimeEnded() && targeting.hasTarget);

            stateMachine.AddTransition(moveState, iddleState, moveState.TimeEnded);
            stateMachine.AddTransition(moveState, alertState, () => targeting.hasTarget);

            stateMachine.AddTransition(chaseState, attackState, () => attack.isInRange);
            stateMachine.AddTransition(chaseState, iddleState, () => !targeting.hasTarget);

            stateMachine.AddTransition(attackState, iddleState, () => !targeting.hasTarget);
            stateMachine.AddTransition(attackState, chaseState, () => !attack.isInRange && targeting.hasTarget);

            stateMachine.AddTransition(alertState, iddleState, () => !targeting.hasTarget);
            stateMachine.AddTransition(alertState, chaseState,
                                       () => alertState.TimeEnded() && targeting.hasTarget && !attack.isInRange);
            stateMachine.AddTransition(alertState, attackState,
                                       () => alertState.TimeEnded() && targeting.hasTarget && attack.isInRange);
        }
Esempio n. 2
0
        protected override void Awake()
        {
            base.Awake();

            IddleState  iddleState  = new IddleState(gameObject);
            AttackState attackState = new AttackState(gameObject);

            stateMachine.SetState(iddleState);

            stateMachine.AddTransition(iddleState, attackState, () => targeting.hasTarget);

            stateMachine.AddTransition(attackState, iddleState, () => !targeting.hasTarget);
        }