protected override void ConfigureStates()
 {
     states    = new IEnumerator[3];
     states[0] = AIStates.StandAndShootPlayer(blackboardReference, manager.components);
     states[1] = AIStates.GotoCover(blackboardReference, manager.components, 8, true, 4);
     states[2] = AIStates.ApproachAttack(blackboardReference, manager.components, 3);
 }
Esempio n. 2
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 protected override void ConfigureStates()
 {
     states    = new IEnumerator[4];
     states[0] = AIStates.GotoPlayer(blackboardReference, blackboardReference.distanceToPlayer > blackboardReference.closeAttackRange? 8 : 4, manager.components);
     states[1] = AIStates.GotoCover(blackboardReference, manager.components, 4, true, 2, false);
     states[2] = AIStates.GotoCover(blackboardReference, manager.components, 4, true, 0, true);
     states[3] = AIStates.StandAndShootPlayer(blackboardReference, manager.components);
 }
 protected override void ConfigureStates()
 {
     states = new IEnumerator[4];
     Debug.Log("Current: " + currentState);
     states[0] = AIStates.LookAround(blackboardReference, manager.components);
     states[1] = AIStates.StandAndShootPlayer(blackboardReference, manager.components);
     states[2] = AIStates.GotoCover(blackboardReference, manager.components, 6, true, 4);
     states[3] = AIStates.ApproachAttack(blackboardReference, manager.components, 3);
 }
Esempio n. 4
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 protected override void ConfigureStates()
 {
     states    = new IEnumerator[5];
     states[0] = AIStates.GotoPlayer(blackboardReference, 8, manager.components);
     states[1] = AIStates.GotoCover(blackboardReference, manager.components, 4, true, 0, true);
     states[2] = AIStates.StandAndShootPlayer(blackboardReference, manager.components);
     states[3] = AIStates.GotoCover(blackboardReference, manager.components, 4, true, 3, false);
     states[4] = AIStates.StandAndShootPlayer(blackboardReference, manager.components);
     //states[3] = AIStates.GotoCover(blackboardReference, manager.components, 3, true, 4, false);
     //states[4] = AIStates.GotoPlayer(blackboardReference, 7, manager.components);
 }
Esempio n. 5
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        protected override void ConfigureStates()
        {
            Debug.Log("Configure PATROL");
            states = new IEnumerator[6];

            states[0] = AIStates.CalculatePatrolPath(blackboardReference, manager.components, 80);
            states[1] = AIStates.GotoPosition(blackboardReference, 0, 3, manager.components, 3, 3, true);
            states[2] = AIStates.GotoPosition(blackboardReference, 1, 3, manager.components, 3, 3, true);
            states[3] = AIStates.GotoPosition(blackboardReference, 2, 3, manager.components, 3, 3, true);
            states[4] = AIStates.GotoPosition(blackboardReference, 3, 3, manager.components, 3, 3, true);

            states[5] = AIStates.StandAndShootPlayer(blackboardReference, manager.components);
        }
        protected override void ConfigureStates()
        {
            states = new IEnumerator[7];

            //flank
            states[0] = AIStates.CalculateFlank(blackboardReference, manager.components);
            states[1] = AIStates.GotoPosition(blackboardReference, 0, 8, manager.components, 6);
            states[2] = AIStates.GotoPosition(blackboardReference, 1, 8, manager.components, 6);

            //attack
            states[3] = AIStates.GotoPlayer(blackboardReference, blackboardReference.distanceToPlayer > blackboardReference.closeAttackRange ? 8 : 4, manager.components);
            states[4] = AIStates.StandAndShootPlayer(blackboardReference, manager.components);

            //Tactically place
            states[5] = AIStates.GotoCover(blackboardReference, manager.components, 4, true, 0, true);

            //re attack
            states[6] = AIStates.StandAndShootPlayer(blackboardReference, manager.components);
        }