Esempio n. 1
0
        public float CheckEnemies()
        {
            dist   = Mathf.Infinity;
            target = null;
            float rating  = 0;
            var   scripts = FindObjectsOfType <MonoBehaviour>().OfType <WWSeeker>();

            foreach (WWSeeker s in scripts)
            {
                if (s.team != team && s.alive)
                {
                    var dist1 = (transform.position - s.transform.position).magnitude;

                    //formula 0.1/x+0.1 (0-1)
                    rating += Mathf.Clamp(0.1f / dist1 + 0.1f, 0, 1);

                    //get closest enemy
                    if (dist1 < dist)
                    {
                        dist          = dist1;
                        closest_enemy = s;
                    }
                }
            }
            return(Mathf.Clamp(rating, 0, 1));
        }
Esempio n. 2
0
        public float CheckAllies()
        {
            target = null;
            float rating  = 0;
            var   scripts = FindObjectsOfType <MonoBehaviour>().OfType <WWSeeker>();

            foreach (WWSeeker s in scripts)
            {
                if (s.team == team && s.alive)
                {
                    var dist1 = (transform.position - s.transform.position).magnitude;

                    //formula 0.1/x+0.1 (0-1)
                    rating += Mathf.Clamp(0.1f / dist1 + 0.1f, 0, 1);
                }
            }
            return(Mathf.Clamp(rating, 0, 1));
        }
Esempio n. 3
0
        private void ExecuteAction(int action)
        {
            int     total = 0;
            Vector3 pos   = new Vector3(0, 0, 0);

            target = null;
            switch (action)
            {
            case 0:
                //idle
                state = "idle";
                break;

            case 1:
                //attack
                Debug.Log("Attack");
                target = closest_enemy;
                state  = "attack";
                if (closest_enemy != null)
                {
                    movementController.destination = target.transform.position;
                    movementController.canSearch   = true;
                }
                break;

            case 2:
                // flee
                Debug.Log("Flee");
                state   = "flee";
                scripts = FindObjectsOfType <MonoBehaviour>().OfType <WWSeeker>();

                foreach (WWSeeker s in scripts)
                {
                    if (s.team != team && s.alive)
                    {
                        total++;
                        pos += s.transform.position;
                    }
                }
                movementController.destination = -pos / total;
                movementController.canSearch   = true;

                break;

            case 3:
                // regroup
                // move to the closest team member
                Debug.Log("Regroup");
                state   = "regroup";
                scripts = FindObjectsOfType <MonoBehaviour>().OfType <WWSeeker>();

                var dist         = Mathf.Infinity;
                var closest_ally = this;

                foreach (WWSeeker s in scripts)
                {
                    if (s.team == team && s.alive)
                    {
                        var dist1 = (transform.position - s.transform.position).magnitude;

                        //get closest enemy
                        if (dist1 < dist)
                        {
                            dist         = dist1;
                            closest_ally = s;
                        }
                    }
                }

                if (closest_ally != this)
                {
                    movementController.destination = closest_ally.transform.position;
                    movementController.canSearch   = true;
                }
                break;
            }
        }