Esempio n. 1
0
        // Behaviours

        // PATROL
        void Patrol()
        {
            if (patrolPath == null)
            {
                return;
            }

            timeSinceArrivedAtWaypoint += Time.deltaTime;
            Vector3 nextPosition = originalPosition;

            if (AtWaypoint())
            {
                timeSinceArrivedAtWaypoint = 0f;
                CycleWaypoint();
            }

            nextPosition = GetCurrentWaypoint();

            if (timeSinceArrivedAtWaypoint > waypointDwellTime)
            {
                // MoveTo(nextPosition);
                AI_Helpers.MoveTo(
                    nextPosition,
                    maxSpeed,
                    patrolSpeedFraction,
                    navMeshAgent
                    );
            }

            return;
        }
Esempio n. 2
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        // Components
        void HandleFacePlayer()
        {
            bool facePlayer = state == AGENT_STATE.CHASE || state == AGENT_STATE.FIGHTING;

            if (facePlayer)
            {
                AI_Helpers.FaceTarget(
                    target,
                    this.gameObject
                    );
            }
        }
Esempio n. 3
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        // CHASE
        void Chase()
        {
            Debug.Log("target:::" + target);
            if (target == null)
            {
                return;
            }

            MakeTargetStrafe();

            Vector3 destination     = targetLastKnownPosition;
            float   currentDistance = Vector3.Distance(target.transform.position, transform.position);

            // Has reached target
            if (currentDistance <= stoppingDistanceToPlayer)
            {
                state = AGENT_STATE.FIGHTING;
                return;
            }

            // Player escaped
            if (currentDistance > maxChasingDistance)
            {
                state = AGENT_STATE.PATROL;
                return;
            }

            // Has Stamina To Continue chase?
            if (stamina.HasStaminaAgainstCostAction(staminaChasingCost))
            {
                AI_Helpers.MoveTo(destination, maxSpeed, patrolSpeedFraction, navMeshAgent);

                stamina.DecreaseStamina(staminaChasingCost);
            }
            else
            {
                // Stamina depleted
                return;
            }
        }
Esempio n. 4
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        public override void Dispatch()
        {
            if (context.target == null)
            {
                context.SetState(AGENT_STATE.PATROL);
                return;
            }

            if (context.target.GetComponent <Health>().IsDead())
            {
                context.SetState(AGENT_STATE.PATROL);
                return;
            }

            // If my health is low
            if (context.health.IsLowHealth())
            {
                float chanceToFlee = UnityEngine.Random.Range(0f, 1f);

                if (chanceToFlee >= context.minimumChanceToFleeIfLowHealth)
                {
                    context.SetState(AGENT_STATE.FLEE);
                    return;
                }
            }

            // If my target is far away
            if (AI_Helpers.TargetIsFarAway(
                    context.target,
                    context.gameObject,
                    context.gameObject.GetComponent <WeaponManager>()
                    ))
            {
                context.SetState(AGENT_STATE.CHASE);
                return;
            }

            if (inProgress)
            {
                return;
            }


            // Target is attacking, let's receive the attack and decide later if we should dodge or defend
            if (context.target.GetComponent <Battler>().IsAttacking())
            {
                float chanceToNotAttack = UnityEngine.Random.Range(0, 1f);
                if (chanceToNotAttack >= 0.1f)
                {
                    return;
                }
            }

            float chanceToAttack = UnityEngine.Random.Range(0, 1f);

            if (chanceToAttack < context.minimumChanceToAttack)
            {
                Debug.Log("Hit twice");
                context.SetState(AGENT_STATE.CHASE);
                return;
            }

            context.StartCoroutine(Attack());
        }