Esempio n. 1
0
        public static bool TryToChangeState(Beans player)
        {
            // 到達可能なWaterBallを目指す
            var waters = GameObject.FindGameObjectsWithTag("Item")
                         .Where(x => x.GetComponent <WaterBall>().Parent == null)
                         .Where(x => player.IsReachable(x.transform.position))
                         .ToArray();

            if (waters.Any())
            {
                var target = waters[UnityEngine.Random.Range(0, waters.Length)];
                StateToWaterBall.ChangeState(player, target);
                return(true);
            }

            return(false);
        }
Esempio n. 2
0
        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();
            }
        }
Esempio n. 3
0
        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;
                        }
                    }
                }
            }
        }