public static bool TryToChangeState(Beans player) { // 到達可能な Obstacle を目指す var obstacles = GameObject.FindGameObjectsWithTag("Obstacle") .ToList(); var reachables = new List <GameObject>(); foreach (var obstacle in obstacles) { var hit = new UnityEngine.AI.NavMeshHit(); bool ret = player.Agent.Raycast(obstacle.transform.position, out hit); var diff = (hit.position - obstacle.transform.position); diff.y = 0.0f; if (diff.magnitude <= 1.0f) { reachables.Add(obstacle); } } if (reachables.Any()) { var target = obstacles[UnityEngine.Random.Range(0, reachables.Count)]; StateToObstacle.ChangeState(player, target); return(true); } return(false); }
public void OnReceiveSignal(Signal signal, GameObject gameObject) { switch (signal) { case Signal.ToFarm: break; case Signal.ToObstacle: StateToObstacle.ChangeState(player, gameObject); return; case Signal.ToWaterBall: StateToWaterBall.ChangeState(player, gameObject); return; default: throw new NotImplementedException(); } }
private IEnumerator wait() { while (true) { yield return(new WaitForSeconds(1)); if (player.hasWaterBall()) { if (StateToCell.TryToChangeState(player)) { yield break; } } else { bool toObstacle = (0.8f <= UnityEngine.Random.Range(0.0f, 1.0f)); if (toObstacle) { // 障害物の破壊へ if (StateToObstacle.TryToChangeState(player)) { yield break; } if (StateToWaterBall.TryToChangeState(player)) { yield break; } } else { // 水分取得へ if (StateToWaterBall.TryToChangeState(player)) { yield break; } } } } }