Esempio n. 1
0
    IEnumerator Start()
    {
        var wanderingState = new Enemies.EnemyWandering.State(
            settings.settings,
            enemyAgent
            );

        StartCoroutine(wanderingState.Enter());

        yield break;
    }
Esempio n. 2
0
        IEnumerator Start()
        {
            var lastPosition = transform.position;

            var animatorFSM = GetComponent <CharacterStateMachine>();

            var health = GetComponent <UnitHealth>();

            var player = GameObject.FindGameObjectWithTag("Player");

            // Initialize states of the state machine
            var heroSearchState = new EnemyNavMeshSearch.State(
                heroSearch.settings,
                navMeshAgent,
                player.transform);

            // Initialize states of the state machine
            this.attackState = new EnemyAttack.State(
                animatorFSM,
                enemyAttackSettings.settings,
                navMeshAgent,
                player.transform);

            var wanderingState = new EnemyWandering.State(
                enemyWanderingSettings.settings,
                navMeshAgent);

            yield return(null);

            // Initial positions
            //agent.destination = agent.transform.position;

            while (true)
            {
                var newState = state;
                try
                {
                    // Evaluate conditions to change the behaviour
                    {
                        switch (state)
                        {
                        case State.Idle:
                        {
                            newState = State.Wandering;
                        }
                        break;

                        case State.Wandering:
                        {
                            var distance = player.transform.position - transform.position;
                            var d        = enemyAttackSettings.settings.detectDistance;
                            if (distance.sqrMagnitude < d * d)
                            {
                                newState = State.FollowHero;
                            }
                        }
                        break;

                        case State.FollowHero:
                        {
                            var distance = player.transform.position - transform.position;
                            var d        = enemyAttackSettings.settings.attackDistance;
                            if (distance.sqrMagnitude < d * d)
                            {
                                newState = State.Attack;
                            }

                            var d2 = enemyAttackSettings.settings.detectDistance;

                            if (distance.sqrMagnitude > d2 * d2)
                            {
                                newState = State.Wandering;
                            }
                        }
                        break;

                        case State.Attack:
                        {
                            if (attackState.done)
                            {
                                newState = State.Idle;
                            }
                        }
                        break;
                        }

                        if (health != null && health.health <= 0)
                        {
                            newState = State.Dead;
                        }
                    }

                    // Always run
                    {
                        switch (newState)
                        {
                        case State.Idle:
                        {
                            animatorFSM.RequestChangePlayerState(CharacterStateMachine.CharacterState.idle);
                        }
                        break;

                        case State.FollowHero:
                        case State.Wandering:
                        {
                            if ((lastPosition - transform.position).sqrMagnitude < .1f)
                            {
                                animatorFSM.RequestChangePlayerState(CharacterStateMachine.CharacterState.idle);
                            }
                            else
                            {
                                animatorFSM.RequestChangePlayerState(CharacterStateMachine.CharacterState.walking);
                            }
                        }
                        break;

                        case State.Attack:
                        {
                            animatorFSM.RequestChangePlayerState(CharacterStateMachine.CharacterState.attacking);
                        }
                        break;

                        case State.Dead:
                        {
                            animatorFSM.RequestChangePlayerState(CharacterStateMachine.CharacterState.dead);
                        }
                        break;
                        }

                        /*
                         * // Ensure that the enemies are not on top of the enemies
                         * var distance = (transform.position - player.transform.position).normalized;
                         * if (distance.sqrMagnitude < 1)
                         * {
                         *  transform.position = Vector3.Lerp(transform.position, player.transform.position + distance, 0.1f);
                         * }
                         */
                    }


                    if (newState != state)
                    {
                        // Exit the previous state
                        if (lastCoroutine != null)
                        {
                            //Debug.Log("Stopping previous state " + state);

                            StopCoroutine(lastCoroutine);

                            switch (state)
                            {
                            case State.FollowHero:
                                heroSearchState.Exit();
                                break;

                            case State.Wandering:
                                wanderingState.Exit();
                                break;

                            case State.Attack:
                                attackState.Exit();
                                break;
                            }
                        }

                        //Debug.Log("Starting new state state " + newState);

                        // Enter the new state
                        switch (newState)
                        {
                        case State.FollowHero:
                        {
                            lastCoroutine = StartCoroutine(heroSearchState.Enter());
                        }
                        break;

                        case State.Wandering:
                        {
                            lastCoroutine = StartCoroutine(wanderingState.Enter());
                        }
                        break;

                        case State.Attack:
                        {
                            lastCoroutine = StartCoroutine(attackState.Enter());
                        }
                        break;
                        }
                        state           = newState;
                        lastStateChange = Time.time;
                    }
                }
                catch (Exception e)
                {
                    Debug.LogException(e);
                    newState = State.Idle;
                }

                yield return(null);
            }
        }