コード例 #1
0
 private void EvaluateSituation()
 {
     if (Target != null)
     {
         targetDistance = Vector3.Distance(transform.position, Target.transform.position);
         if (targetDistance < attackDistance)
         {
             if (!canBackpedal)
             {
                 behavior = AIBehaviorExtensions.GetInRangeAndAttackBehavior;
             }
             else if (targetDistance < attackDistance - safetyZone && sensor.GotVisual)
             {
                 behavior = AIBehaviorExtensions.BackpedalBehavior;
             }
             else
             {
                 behavior = AIBehaviorExtensions.GetInRangeAndAttackBehavior;
             }
         }
         else
         {
             behavior = AIBehaviorExtensions.GetInRangeAndAttackBehavior;
         }
     }
 }
コード例 #2
0
 void Awake()
 {
     col        = GetComponent <Collider2D>();
     aiBehavior = GetComponentInParent <AIBehavior>();
     Debug.Assert(aiBehavior, "Wrong initial parameters");
     col.enabled = false;
 }
コード例 #3
0
    void SwitchItemInList(AIBehavior ai, int a, int b)
    {
        AIState temp = ai.StatesList[a];

        ai.StatesList[a] = ai.StatesList[b];
        ai.StatesList[b] = temp;
    }
コード例 #4
0
        void Awake()
        {
            // if the singleton hasn't been initialized yet
            if (instance != null && instance != this)
            {
                Destroy(this.gameObject);
            }

            instance = this;

            if (SaveData.CurrentMatchExists)
            {
                player = new PlayerMatchInstance(SaveData.current.playerSave);
                cpu    = new PlayerMatchInstance(SaveData.current.calendar.GetTournament().currentMatch.cpuPlayer);
            }
            else
            {
                player = new PlayerMatchInstance("JeanPlayer");
                cpu    = new PlayerMatchInstance("EdouardCPU");
            }

            pointHistory = new PointHistory();

            aIBehavior = new EasyAIBehavior(eventReader);
            StartGame();
        }
コード例 #5
0
ファイル: Monster.cs プロジェクト: Zammy/7DRL_2016
    public void DecideAndQueueAction()
    {
        if (!this.IsActive)
        {
            return;
        }

        foreach (var beh in AIBehaviors.GetComponents <AIBehavior>())
        {
            if (beh == activeBehavior)
            {
                if (beh.ShouldDeactivate())
                {
                    continue;
                }
                else
                {
                    break;
                }
            }

            if (beh.ShouldActivate())
            {
                Debug.LogFormat("[{0}]  ({1}) activated", this.Name, beh.GetType().Name);
                activeBehavior = beh;
                break;
            }
        }

        Debug.LogFormat("[{0}]  ({1}) deciding", this.Name, activeBehavior.GetType().Name);

        activeBehavior.DecideAndQueueAction();
    }
コード例 #6
0
    IEnumerator IEStagger(float duration, float waitTime = 0f)
    {
        //wait before staggering(to fine-tune animations)
        //if(waitTime > 0f)
        yield return(new WaitForSeconds(waitTime));

        //prevent player control while staggered
        setControlAllowedIfPlayer(false, false);
        _animator.SetBool(AnimationHashHelper.PARAM_STAGGERED, true);


        //adds delay when ai is attacked
        AIBehavior aib = GetComponent <AIBehavior> ();

        if (aib != null)
        {
            aib.IsBehaviorAllowed = false;
        }

        yield return(new WaitForSeconds(duration));

        if (aib != null)
        {
            //dev
            aib.IsBehaviorAllowed = true;
        }

        _animator.SetBool(AnimationHashHelper.PARAM_STAGGERED, false);
        if (_health > 0)
        {
            setControlAllowedIfPlayer(true, false);
        }
    }
コード例 #7
0
    public static List <List <TowerBehavior> > InsertionSortUnits(AIBehavior AI, Dictionary <int, List <TowerBehavior> > dictionary)
    {
        List <List <TowerBehavior> > currentTowers = new List <List <TowerBehavior> >(dictionary.Values);

        if (currentTowers.Count > 1)
        {
            for (int i = 1; i < currentTowers.Count; i++)
            {
                List <TowerBehavior> listInQuestion = new List <TowerBehavior>();
                listInQuestion.AddRange(currentTowers[i]);
                int previous = i - 1;
                while (previous >= 0 && currentTowers[previous][0].StationedUnits > listInQuestion[0].StationedUnits)
                {
                    currentTowers[previous + 1].Clear();
                    currentTowers[previous + 1].AddRange(currentTowers[previous]);
                    previous--;
                }

                currentTowers[previous + 1].Clear();
                currentTowers[previous + 1].AddRange(listInQuestion);
            }

            return(currentTowers);
        }

        //if count is 1
        return(currentTowers);
    }
コード例 #8
0
ファイル: Agent.cs プロジェクト: weichx/SpaceGame
        public void DecideGoalBehavior()
        {
            lastBehaviorDecision = GameTimer.Instance.GetFrameTimestamp();
            IReadonlyListX <DecisionContext> goalContexts = activeGoal.GetExecutionContexts(entity);
            float maxScore = float.MinValue;

            activeContext  = null;
            activeBehavior = null;
            for (int i = 0; i < behaviors.Count; i++)
            {
                AIBehavior behavior = behaviors[i];
                if (!behavior.CanSatisfyGoalType(activeGoal.goalType))
                {
                    //    continue;
                }
                DecisionContext context;
                float           score = AIUtil.Score(goalContexts, behavior.considerations, maxScore, out context);
                if (score > maxScore)
                {
                    maxScore       = score;
                    activeBehavior = behavior;
                    activeContext  = context;
                }
            }
        }
コード例 #9
0
    public static List <List <TowerBehavior> > InsertionSortDistance(AIBehavior AI, Dictionary <int, List <TowerBehavior> > dictionary)
    {
        List <List <TowerBehavior> > currentTowers = new List <List <TowerBehavior> >(dictionary.Values);

        if (currentTowers.Count > 1)
        {
            for (int i = 1; i < currentTowers.Count; i++)
            {
                List <TowerBehavior> listInQuestion = new List <TowerBehavior>();
                listInQuestion.AddRange(currentTowers[i]);
                int previous = i - 1;
                while (previous >= 0 && DistanceRoundInt(Vector3.Distance(currentTowers[previous][0].transform.position, AI.myTower.transform.position)) >
                       DistanceRoundInt(Vector3.Distance(listInQuestion[0].transform.position, AI.myTower.transform.position)))
                {
                    currentTowers[previous + 1].Clear();
                    currentTowers[previous + 1].AddRange(currentTowers[previous]);
                    previous--;
                }

                currentTowers[previous + 1].Clear();
                currentTowers[previous + 1].AddRange(listInQuestion);
            }

            return(currentTowers);
        }

        //if count is 1
        return(currentTowers);
    }
コード例 #10
0
ファイル: AIAction.cs プロジェクト: Gurwar/Gritty-Bit
 public void Initialize(AIBehavior aIBehavior)
 {
     behaviour = aIBehavior;
     RefreshSwitchDictionary();
     RefreshActionDictionary();
     //RefreshStateDictionary();
 }
コード例 #11
0
    void OnEnable()
    {
        if (target == null)
        {
            return;
        }

        SkipPropertyList.Add("x");
        SkipPropertyList.Add("y");
        SkipPropertyList.Add("z");
        SkipPropertyList.Add("StartTime");
        SkipPropertyList.Add("EndTime");
        SkipPropertyList.Add("data");

        BoldLabelPropertyList.Add("Switches");
        BoldMiniLabelPropertyList.Add("SwitchCondition");
        BoldMiniLabelPropertyList.Add("PossibleNextStates");

        m_Name     = serializedObject.FindProperty("name");
        AIBehavior = (AIBehavior)target;


        for (int i = 0; i < AIBehavior.StatesList.Count; i++)
        {
            AIBehavior.StatesList[i].Index = i;

            for (int j = 0; j < AIBehavior.StatesList[i].Actions.Count; j++)
            {
                AIBehavior.StatesList[i].Actions[j].ActionSettings.StartTime = 0;
                AIBehavior.StatesList[i].Actions[j].ActionSettings.EndTime   = Mathf.Infinity;
            }
        }
    }
コード例 #12
0
    public virtual bool IsCompositeConditionMatched(CompositeCondition compositeCondition,
                                                    CompositeConditionWrapper compositeConditionWrapper,
                                                    AIBehavior behavior)
    {
        bool ret = false;

        switch (compositeCondition.Operator)
        {
        case LogicConjunction.None:
            ret = IsConditionEntityMatched(compositeCondition.Entity1, compositeConditionWrapper, behavior);
            break;

        case LogicConjunction.And:
            ret = IsConditionEntityMatched(compositeCondition.Entity1, compositeConditionWrapper, behavior);
            if (ret)
            {
                ret = IsConditionEntityMatched(compositeCondition.Entity2, compositeConditionWrapper, behavior);
            }
            break;

        case LogicConjunction.Or:
            ret = IsConditionEntityMatched(compositeCondition.Entity1, compositeConditionWrapper, behavior);
            if (ret == false)
            {
                ret = IsConditionEntityMatched(compositeCondition.Entity2, compositeConditionWrapper, behavior);
            }
            break;
        }
        return(ret);
    }
コード例 #13
0
    /// <summary>
    ///This function is called to find a tower to send the troops
    /// </summary>
    public TowerBehavior FindTowerToSendTroops(AIBehavior attackingAI)
    {
        //gives me a dictionary with numUnits associated with their towers lowest num being at the 0 element
        List <List <TowerBehavior> > UnitList = attackingAI.GetUnitPriority();
        //gives me a dictionary with distance associated with the tower from the origin. smallest distance is the zero element
        List <List <TowerBehavior> > DistanceList = attackingAI.GetDistancePriority();

        //create a final list that holds a tower and it's total score from both dictionaries
        Dictionary <TowerBehavior, int> finalDict = new Dictionary <TowerBehavior, int>();


        //this variable is used for the value that we will give each tower
        //we put it outside the foreach loop so that towers in the same
        //list are given the same value
        int counter = 0;

        //go through each list in the unit dictionary
        foreach (List <TowerBehavior> list in UnitList)
        {
            //go through each tower through each list
            foreach (TowerBehavior tower in list)
            {
                //add that tower the the final dictionary with its value
                finalDict.Add(tower, counter);
            }
            //increment counter after going through the list
            counter++;
        }

        //reset the counter
        counter = 0;
        //go through each list in the distance dictionary
        foreach (List <TowerBehavior> list in DistanceList)
        {
            //go through each tower in each list
            foreach (TowerBehavior tower in list)
            {
                //if the final dictionary already contains the tower
                if (finalDict.ContainsKey(tower))
                {
                    //add the new counter to the final value
                    finalDict[tower] += (counter);
                }

                //if not, then something is wrong
                else
                {
                     #if Unity_Editor
                    Debug.LogError("DICTIONARY DOESN'T CONTAIN TOWER ALREADY,RETURNING NULL");
                     #endif
                    return(null);
                }
            }
            //increment the counter
            counter++;
        }

        //send the dictionary to the function so that the tower can actually be chosen
        return(FindTowerToAttack(finalDict));
    }
コード例 #14
0
    public virtual IEnumerator Start_MoveToWaypoint(AIBehavior behavior)
    {
        MoveData MoveData = Unit.MoveDataDict[behavior.MoveDataName];

        WayPoint[] wpArray = WayPoint.GetWaypoints(behavior.WaypointNames);
        WayPoint   wp      = Util.RandomFromArray <WayPoint>(wpArray);

        behavior.selectedWaypoint = wp;
        StartNavigation(behavior.selectedWaypoint.transform, true, MoveData);
        float lastScanEndConditionTime = Time.time;

        while (true)
        {
            if (Halt)
            {
                yield return(null);

                continue;
            }

            //if this behavior's end condition matches, end this behavior
            if ((Time.time - lastScanEndConditionTime) >= behavior.AlterBehaviorInterval)
            {
                lastScanEndConditionTime = Time.time;
                if (CheckAlternateBehaviorCondition(behavior))
                {
                    break;
                }
            }
            yield return(null);
        }
        StopBehavior(behavior);
    }
コード例 #15
0
    /// <summary>
    /// Start behave move to.transform target.
    /// The behavior is terminated by itself, if AI reaches enough close to the target transform.
    /// </summary>
    /// <returns></returns>
    public virtual IEnumerator Start_MoveToTransform(AIBehavior behavior)
    {
        MoveData MoveData = Unit.MoveDataDict[behavior.MoveDataName];

        StartNavigation(behavior.MoveToTarget, true, MoveData);
        float lastScanEndConditionTime = Time.time;

        while (true)
        {
            if (Halt)
            {
                yield return(null);

                continue;
            }

            //if this behavior's end condition matches, end this behavior
            if ((Time.time - lastScanEndConditionTime) >= behavior.AlterBehaviorInterval)
            {
                lastScanEndConditionTime = Time.time;
                if (CheckAlternateBehaviorCondition(behavior))
                {
                    break;
                }
            }

            float distance = Util.DistanceOfCharacters(gameObject, behavior.MoveToTarget.gameObject);
            if (distance <= 0.5f)
            {
                break;
            }
            yield return(null);
        }
        StopBehavior(behavior);
    }
コード例 #16
0
 void CharacterInitialize(Sprite mugShotArg, string name, AIBehavior behavior)
 {
     mugShot.sprite = mugShotArg;
     characterName  = name;
     nameText.text  = characterName;
     aiBehavior     = behavior;
 }
コード例 #17
0
    /// <summary>
    /// Stop a behavior.
    /// By default, the coroutine to stop = "Stop_" + behavior.Type.ToString(), offspring can
    /// override to define a new rule.
    /// </summary>
    /// <param name="behavior"></param>
    /// <returns></returns>
    ///
    public override void StopBehavior(AIBehavior behavior)
    {
        //preserve the last start time
        behavior.LastExecutionTime = Time.time;
        string Coroutine = "Stop_" + behavior.Type.ToString();

        //By defaut, set the behavior phase = sleeping at StopBehavior()
        behavior.Phase = AIBehaviorPhase.Sleeping;
        foreach (string endMessage in behavior.MessageAtEnd)
        {
            SendMessage(endMessage);
        }
        foreach (GameEvent _event in behavior.GameEventAtEnd)
        {
            LevelManager.OnGameEvent(_event, this);
        }
        StartCoroutine(Coroutine, behavior);

        //Start next behavior
        string NextBehavior = behavior.NextBehaviorName;

        if (NextBehavior == string.Empty)
        {
            Debug.LogError("NextBehavior of behavior: " + behavior.Name + " is empty !");
        }
        StartBehavior(this.behaviorDict[behavior.NextBehaviorName]);
    }
コード例 #18
0
    /// <summary>
    /// Execute a behavior.
    /// By default, the coroutine to start is the same name to behavior.Type.ToString(), offspring can
    /// override to define a new rule.
    /// </summary>
    /// <param name="behavior"></param>
    /// <returns></returns>
    public override void StartBehavior(AIBehavior behavior)
    {
        if (PrintDebugMessage)
        {
            Debug.Log("Now start behavior:" + behavior.Name);
        }
        //Rule: behavior start coroutine = "Start_" + BehaviorType
        string Coroutine = "Start_" + behavior.Type.ToString();

        behavior.ExecutionCounter++;
        //preserve the start time
        behavior.StartTime = Time.time;

        //By defaut, set the behavior phase = running at StartBehavior()
        behavior.Phase  = AIBehaviorPhase.Running;
        CurrentBehavior = behavior;
        foreach (string startMessage in behavior.MessageAtStart)
        {
            SendMessage(startMessage);
        }
        foreach (GameEvent _event in behavior.GameEventAtStart)
        {
            LevelManager.OnGameEvent(_event, this);
        }
        StartCoroutine(Coroutine, behavior);
    }
コード例 #19
0
 void Start()
 {
     fullAmmo    = ammo;
     audioSrouce = (audioSrouce == null) ? GetComponent <AudioSource>() : audioSrouce;
     behavior    = (behavior == null) ? GetComponent <AIBehavior>() : behavior;
     animator    = (animator == null) ? GetComponent <AIAnimator>() : animator;
 }
コード例 #20
0
    //    [MenuItem("Component/AI/EditCondition")]
    //    public static void init ()
    //    {
    //        ConditionEditorWindow window = (ConditionEditorWindow)EditorWindow.GetWindow (typeof(ConditionEditorWindow));
    //        window.title = "Root composite condition";
    //    }
    public static void DisplayConditionEditorWindow(AIEditor aiEditor,
		AIBehavior aiBehavior)
    {
        AlternateBehaviorEditorWindow window = (AlternateBehaviorEditorWindow)EditorWindow.GetWindow (typeof(AlternateBehaviorEditorWindow));
        window.aiBehavior = aiBehavior;
        window.aiEditor = aiEditor;
        window.Show ();
    }
コード例 #21
0
ファイル: Enemy.cs プロジェクト: deschafer/Sisyphus
    private bool attacking            = false;                              // indicates if this enemy is attacking

    /*
     *      Enemy
     *
     *      Parameters: A list of components which are added to this object, the AIBehavior that belongs to this object
     *      Purpose: creates a new Enemy
     */
    public Enemy(
        List <EnemyBehavior> components,
        AIBehavior intel) : base()
    {
        enemyComponents    = components;
        intelComponent     = intel;
        collisionBehaviors = new List <CollisionBehavior>();
    }
コード例 #22
0
    /// <summary>
    /// 1. Start A* pathfind daemon routines.
    /// 2. Start the first (default) AIBehavior.
    /// </summary>
    public override void StartAI()
    {
        Unit.CurrentAI = this;
        AIBehavior firstBehavior = this.behaviorDict[FirstBehavior];

        this.StartBehavior(firstBehavior);
        this.enabled = true;
    }
コード例 #23
0
    /// <summary>
    /// Stop behave move at direction.
    /// </summary>
    /// <returns></returns>
    public virtual IEnumerator Stop_MoveAtDirection(AIBehavior behavior)
    {
        MoveData MoveData = Unit.MoveDataDict[behavior.MoveDataName];

        animation.Stop(MoveData.AnimationName);
        StopCoroutine("Start_MoveAtDirection");
        yield break;
    }
コード例 #24
0
 void Start()
 {
     anim          = (anim == null) ? GetComponent <Animator>() : anim;
     agent         = (agent == null) ? GetComponent <NavMeshAgent>() : agent;
     behavior      = (behavior == null) ? GetComponent <AIBehavior>() : behavior;
     health        = (health == null) ? GetComponent <Health>() : health;
     lastHealth    = health.GetHealth();
     groundRaycast = (groundRaycast == null) ? transform : groundRaycast;
 }
コード例 #25
0
    /// <summary>
    /// Stop behave stopping move to.
    /// </summary>
    /// <returns></returns>
    public virtual IEnumerator Stop_MoveToTransform(AIBehavior behavior)
    {
        StopNavigation();
        MoveData MoveData = Unit.MoveDataDict[behavior.MoveDataName];

        animation.Stop(MoveData.AnimationName);
        StopCoroutine("Start_MoveToTransform");
        yield return(null);
    }
コード例 #26
0
    /// <summary>
    /// Stop Idle.
    /// </summary>
    /// <returns></returns>
    public virtual IEnumerator Stop_Idle(AIBehavior behavior)
    {
//        Debug.Log("Stop behavior:" + behavior.Name + " .IdleDataName:" + behavior.IdleDataName);
        StopCoroutine("Start_Idle");
        string IdleAnimationName = Unit.IdleDataDict[behavior.IdleDataName].AnimationName;

        animation.Stop(IdleAnimationName);
        yield return(null);
    }
コード例 #27
0
//	[MenuItem("Component/AI/EditCondition")]
//	public static void init ()
//	{
//		ConditionEditorWindow window = (ConditionEditorWindow)EditorWindow.GetWindow (typeof(ConditionEditorWindow));
//		window.title = "Root composite condition";
//	}

    public static void DisplayConditionEditorWindow(AIEditor aiEditor,
                                                    AIBehavior aiBehavior)
    {
        AlternateBehaviorEditorWindow window = (AlternateBehaviorEditorWindow)EditorWindow.GetWindow(typeof(AlternateBehaviorEditorWindow));

        window.aiBehavior = aiBehavior;
        window.aiEditor   = aiEditor;
        window.Show();
    }
コード例 #28
0
ファイル: FlockScript.cs プロジェクト: msik314/GAIHW4
 void Awake()
 {
     rb         = GetComponent <Rigidbody2D>();
     follow     = new Pursue(transform, slowRadius, targetRadius, accelTime, maxSpeed, maxAccel, maxPredict);
     face       = new Face(transform, targetDistance, slowDistance, maxOmega, maxAlpha, timeToTarget);
     congregate = new Arrive(transform, slowRadius, targetRadius, accelTime, maxSpeed, maxAccel);
     separate   = new Separate(transform, maxAccel, separateCastRadius);
     cg         = FindObjectOfType <CGScript>().gameObject;
 }
コード例 #29
0
 // Start is called before the first frame update
 protected virtual void Start()
 {
     _velocity = Vector3.zero;
     _behavior = GetComponent <AIBehavior>();
     if (_behavior != null)
     {
         _behavior.Init(this);
     }
 }
コード例 #30
0
        public static TreeIterationResult iterate(AIBehavior p_aiBehavior)
        {
            IAIBehaviorProvider l_aiBehaviorProvider = p_aiBehavior.IAIBehaviorProvider;

            DecisionTree l_decisionTree = DecisionTree.alloc();

            l_aiBehaviorProvider.buildDecisionTree(l_decisionTree, p_aiBehavior.AssociatedEntity);
            RefList <AIDecisionTreeChoice> l_choices = Traversal.traverseDecisionTree(l_decisionTree);
            ref AIDecisionTreeChoice       l_choice  = ref l_aiBehaviorProvider.get_choicePicking().Invoke(l_choices, p_aiBehavior.AssociatedEntity);
コード例 #31
0
    public void ReactToHit()
    {
        AIBehavior behavior = GetComponent <AIBehavior>();

        if (behavior != null)
        {
            behavior.SetAlive(false);
        }
        StartCoroutine(Die());
    }
コード例 #32
0
ファイル: AI.cs プロジェクト: hiyouke/colonist
    /// <summary>
    /// Start behave move to.transform target.
    /// The behavior is terminated by itself, if AI reaches enough close to the target transform.
    /// </summary>
    /// <returns></returns>
    public virtual IEnumerator Start_MoveToTransform(AIBehavior behavior)
    {
        MoveData MoveData = Unit.MoveDataDict[behavior.MoveDataName];
        StartNavigation(behavior.MoveToTarget, true, MoveData);
        float lastScanEndConditionTime = Time.time;
        while (true)
        {
            if (Halt)
            {
                yield return null;
                continue;
            }

            //if this behavior's end condition matches, end this behavior
            if((Time.time - lastScanEndConditionTime) >= behavior.AlterBehaviorInterval)
            {
              lastScanEndConditionTime = Time.time;
              if(CheckAlternateBehaviorCondition(behavior))
              {
                 break;
              }
            }

            float distance = Util.DistanceOfCharacters(gameObject, behavior.MoveToTarget.gameObject);
            if (distance <= 0.5f)
            {
                break;
            }
            yield return null;
        }
        StopBehavior(behavior);
    }
コード例 #33
0
ファイル: AI.cs プロジェクト: hiyouke/colonist
    /// <summary>
    /// Start behave move at direction.
    /// </summary>
    /// <returns></returns>
    public virtual IEnumerator Start_MoveAtDirection(AIBehavior behavior)
    {
        Vector3 direction = behavior.IsWorldDirection ? behavior.MoveDirection : transform.TransformDirection(behavior.MoveDirection);
        MoveData MoveData = Unit.MoveDataDict[behavior.MoveDataName];
        Vector3 velocity = direction.normalized * MoveData.MoveSpeed;
        float LastCheckEndConditionTime = 0;
        while (true)
        {
            if (Halt)
            {
                yield return null;
                continue;
            }
            //if this behavior's end condition matches, end this behavior
            if( (Time.time - LastCheckEndConditionTime) >= behavior.AlterBehaviorInterval)
            {
                LastCheckEndConditionTime = Time.time;
                if(CheckAlternateBehaviorCondition(behavior))
                {
                   break;
                }
            }
            if(MoveData.UseGravityWhenMoving)
            {
               controller.SimpleMove(velocity);
            }
            else
            {
               controller.Move(velocity * Time.deltaTime);
            }
            animation.CrossFade(MoveData.AnimationName);
            yield return null;
        }

        StopBehavior(behavior);
    }
コード例 #34
0
ファイル: AI.cs プロジェクト: hiyouke/colonist
    public virtual IEnumerator Start_HoldPosition(AIBehavior behavior)
    {
        Vector3 HoldPos = transform.position;
        while (true)
        {
            if (Vector3.Distance(transform.position, HoldPos) > behavior.HoldRadius)
            {

            }
            yield return null;
        }
    }
コード例 #35
0
ファイル: AI.cs プロジェクト: hiyouke/colonist
    /// <summary>
    /// Execute a behavior.
    /// By default, the coroutine to start is the same name to behavior.Type.ToString(), offspring can
    /// override to define a new rule.
    /// </summary>
    /// <param name="behavior"></param>
    /// <returns></returns>
    public override void StartBehavior(AIBehavior behavior)
    {
        if(PrintDebugMessage)
        {
            Debug.Log("Now start behavior:" + behavior.Name);
        }
        //Rule: behavior start coroutine = "Start_" + BehaviorType
        string Coroutine = "Start_" + behavior.Type.ToString();
        behavior.ExecutionCounter++;
        //preserve the start time
        behavior.StartTime = Time.time;

        //By defaut, set the behavior phase = running at StartBehavior()
        behavior.Phase = AIBehaviorPhase.Running;
        CurrentBehavior = behavior;
        foreach (string startMessage in behavior.MessageAtStart)
        {
            SendMessage(startMessage);
        }
        foreach( GameEvent _event in behavior.GameEventAtStart)
        {
            LevelManager.OnGameEvent(_event, this);
        }
        StartCoroutine(Coroutine, behavior);
    }
コード例 #36
0
ファイル: AI.cs プロジェクト: hiyouke/colonist
 /// <summary>
 /// Default check value comparision condition routine.
 /// Offspring class should override this method to check custom value comparision condition.
 /// </summary>
 /// <param name="AIBehaviorCondition"></param>
 /// <returns></returns>
 public virtual bool CheckValueComparisionCondition(AtomConditionData AIBehaviorCondition, AIBehavior behavior)
 {
     bool ret = false;
     float LeftValue = 0;
     float RightValue = AIBehaviorCondition.RightValueForComparision;
     bool ShouldCompare = false;
     switch (AIBehaviorCondition.ValueComparisionCondition)
     {
         //Check if any enemy closer than AIBehaviorCondition.RightValueForComparision
         case AIValueComparisionCondition.NearestEnemyDistance:
             Transform NearestEnemy = null;
             ShouldCompare = FindClosestEnemyAround(this.DetectiveRange, out NearestEnemy);
             LeftValue = ShouldCompare ? Util.DistanceOfCharacters(gameObject, NearestEnemy.gameObject) : 0;
             break;
         //Check if any enemy farer than AIBehaviorCondition.RightValueForComparision
         case AIValueComparisionCondition.FarestEnemyDistance:
             Transform FarestEnemy = null;
             ShouldCompare = FindClosestEnemyAround(this.DetectiveRange, out FarestEnemy);
             LeftValue = ShouldCompare ? Util.DistanceOfCharacters(gameObject, FarestEnemy.gameObject) : 0;
             break;
         case AIValueComparisionCondition.HPPercentage:
             ShouldCompare = true;
             LeftValue = Unit.HP / Unit.MaxHP;
             break;
         case AIValueComparisionCondition.CurrentTargetHPPercentage:
             ShouldCompare = CurrentTarget != null || FindTarget(this.DetectiveRange);
             LeftValue = ShouldCompare ? CurrentTarget.GetComponent<UnitHealth>().GetCurrentHP() / CurrentTarget.GetComponent<UnitHealth>().GetMaxHP()
                                       : 0;
             if (PrintDebugMessage)
                 Debug.Log("Left value:" + LeftValue + " rightValue:" + RightValue);
             break;
         case AIValueComparisionCondition.BehaviorLastExecutionInterval:
             ShouldCompare = true;
             float LastExecutionTimeInterval = Time.time - behavior.LastExecutionTime;
             LeftValue = LastExecutionTimeInterval;
             break;
         case AIValueComparisionCondition.CurrentTagetDistance:
             ShouldCompare = (CurrentTarget != null || FindTarget(this.DetectiveRange));
             LeftValue = ShouldCompare ? Util.DistanceOfCharacters(gameObject, CurrentTarget.gameObject)
                 : 0;
             break;
         case AIValueComparisionCondition.ExeuctionCount:
             ShouldCompare = true;
             LeftValue = behavior.ExecutionCounter;
             break;
         case AIValueComparisionCondition.RandomValue:
             ShouldCompare = true;
     //                Random.seed = System.DateTime.Now.Millisecond;
             LeftValue = Random.Range(0, 100);
             break;
         case AIValueComparisionCondition.BehaveTime:
             ShouldCompare = true;
             LeftValue = Time.time - behavior.StartTime;
             break;
         case AIValueComparisionCondition.AttackCount:
             ShouldCompare = true;
             LeftValue = this.Unit.AttackCounter;
             break;
         case AIValueComparisionCondition.DoDamageCount:
             ShouldCompare = true;
             LeftValue = this.Unit.DoDamageCounter;
             break;
         case AIValueComparisionCondition.LastConditionMatchTimeInterval:
             ShouldCompare = true;
             LeftValue = Time.time - AIBehaviorCondition.PreviousConditionTrueTime;
             break;
         case AIValueComparisionCondition.WaypointDistance:
             ShouldCompare = behavior.selectedWaypoint != null;
             LeftValue = Util.DistanceOfCharacters(this.gameObject, behavior.selectedWaypoint.gameObject);
             break;
         default:
             Debug.LogError("GameObject:" + this.gameObject.name + " - unsupported value comparision condition:" + AIBehaviorCondition.ValueComparisionCondition.ToString());
             break;
     }
     if (ShouldCompare)
     {
         ret = Util.CompareValue(LeftValue, AIBehaviorCondition.ValueOperator, RightValue);
     }
     //if the atom condition is true, set the current time in  PreviousConditionTrueTime variable.
     if(ret)
     {
         AIBehaviorCondition.PreviousConditionTrueTime = Time.time;
     }
     return ret;
 }
コード例 #37
0
ファイル: AI.cs プロジェクト: hiyouke/colonist
    /// <summary>
    /// Default check boolean condition routine.
    /// Offspring class should override this method to check custom boolean condition.
    /// </summary>
    /// <param name="AIBehaviorCondition"></param>
    /// <returns></returns>
    public virtual bool CheckBooleanCondition(AtomConditionData AIBehaviorCondition, AIBehavior behavior)
    {
        bool ret = false;
        bool LeftValue = false;
        switch (AIBehaviorCondition.BooleanCondition)
        {
            case AIBooleanConditionEnum.AlwaysTrue:
                LeftValue = true;
                break;
            //See if there's any enemy in offensive range?
            case AIBooleanConditionEnum.EnemyInOffensiveRange:
                LeftValue = FindEnemyAround(this.OffensiveRange);
                break;
            //See if there's any enemy in detective range?
            case AIBooleanConditionEnum.EnemyInDetectiveRange:
                LeftValue = FindEnemyAround(this.DetectiveRange);
                break;
            //See if current transform located within the predefined area?
            case AIBooleanConditionEnum.InArea:
                LeftValue = Util.IsTransformInsideBounds(transform, AIBehaviorCondition.CheckArea);
                break;
            //See if the CurrentTarget's gameObject layer within the layermask
            case AIBooleanConditionEnum.CurrentTargetInLayer:
                LeftValue = (CurrentTarget == null && FindTarget(OffensiveRange) == false) ?
                    false :
                    Util.CheckLayerWithinMask(CurrentTarget.gameObject.layer, AIBehaviorCondition.LayerMaskForComparision);
                break;

            case AIBooleanConditionEnum.LatestBehaviorNameIs:
                if(this.CurrentBehavior == null)
                   LeftValue = false;
                else
                   LeftValue = (AIBehaviorCondition.StringValue == this.CurrentBehavior.Name);
                break;
        case AIBooleanConditionEnum.LastestBehaviorNameIsOneOf:
            if(this.CurrentBehavior == null)
            {
                LeftValue = false;
            }
            else {
                LeftValue = Util.ArrayContains<string>(AIBehaviorCondition.StringValueArray, this.CurrentBehavior.Name);
            }
            break;
            default:
                Debug.LogError("GameObject:" + this.gameObject.name + " - Unsupported boolean condition:" + AIBehaviorCondition.BooleanCondition.ToString());
                break;
        }
        ret = AIBehaviorCondition.BooleanOperator == BooleanComparisionOperator.IsTrue ? LeftValue
            : !LeftValue;
        return ret;
    }
コード例 #38
0
ファイル: AI.cs プロジェクト: hiyouke/colonist
 /// <summary>
 /// Scans the alternate behavior condition of the given behavior.
 /// Return true if one of the alternate behavior condition matches, and assign next behavior to behavior.NextBehavior varaible.
 /// </summary>
 public virtual bool CheckAlternateBehaviorCondition(AIBehavior behavior)
 {
     bool hasConditionMatched = false;
     behavior.NextBehaviorName = string.Empty;
     for(int i=0; i<behavior.alternateBehaviorConditionArray.Length; i++)
     {
         AlternateBehaviorData alternateBehaviorData = behavior.alternateBehaviorConditionArray[i];
         bool IsAlterBehaviorConditionMatched = CheckConditionWrapper( alternateBehaviorData.AlternateCondition, behavior);
         if(this.PrintDebugMessage)
         {
             Debug.Log("AlernateBehavior name:" + alternateBehaviorData.Name + " is matched:" + IsAlterBehaviorConditionMatched);
         }
         if(IsAlterBehaviorConditionMatched){
             behavior.NextBehaviorName = alternateBehaviorData.NextBehaviorName;
             hasConditionMatched = true;
     //				Debug.Log("At frame:" + Time.frameCount + " behavior:" + behavior.Name + " condition match at: " + alternateBehaviorData.Name + " alter to next behavior:" + alternateBehaviorData.NextBehaviorName);
             break;
         }
     }
     return hasConditionMatched;
 }
コード例 #39
0
ファイル: EnemyAI.cs プロジェクト: imcanida/grimloc_MainRepo
 IEnumerator Idle()
 {
     if(CanSeePlayer() || myTarget != null)
     {
         behave = AIBehavior.pursue;
     }
     yield return null;
 }
コード例 #40
0
ファイル: EnemyAI.cs プロジェクト: imcanida/grimloc_MainRepo
 IEnumerator Pursue()
 {
     if(InMeleeRange() &&  !inAttackDelay )
     {
         behave = AIBehavior.attack;
         yield return null;
     }
     else
     {
         TraverseToTarget();
         behave = AIBehavior.idle;
     }
 }
コード例 #41
0
ファイル: DecisionTree.cs プロジェクト: Evilkitty1341/cmpt306
    ////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    /*
        Make and instance of the tree based ont he AI type assigned, if no type matches give it the default mob AI.
    */
    ////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    void Start()
    {
        methodLibrary = gameObject.GetComponent<AIBehavior> ();

        if(behaviorType == "mob"){
            dPath = new DTree<BranchLogic> (new BranchLogic(methodLibrary.MaxWander));
            coreTreeSetup ();
        }
        else if(behaviorType == "boss"){
            dPath = new DTree<BranchLogic> (new BranchLogic(methodLibrary.MaxWander));
            coreTreeSetup ();
        }
        else{
            dPath = new DTree<BranchLogic> (new BranchLogic(methodLibrary.MaxWander));
            coreTreeSetup ();
        }
    }
コード例 #42
0
ファイル: DecisionTree.cs プロジェクト: hew351/hew351
 void Start()
 {
     methodLibrary = gameObject.GetComponent<AIBehavior> ();
     dPath = new DTree<BranchLogic> (new BranchLogic(methodLibrary.MaxWander));
     coreTreeSetup ();
 }
コード例 #43
0
 public override void StartBehavior(AIBehavior behavior)
 {
 }
コード例 #44
0
ファイル: AI.cs プロジェクト: hiyouke/colonist
 public virtual void Start_SwitchToAI(AIBehavior behavior)
 {
     string NextAIName = Util.RandomFromArray(behavior.SwitchToAIName);
     this.Unit.SwitchAI(NextAIName);
 }
コード例 #45
0
ファイル: AI.cs プロジェクト: hiyouke/colonist
    private bool IsConditionEntityMatched(ConditionEntity conditionEntity, 
		                                  CompositeConditionWrapper compositeConditionWrapper,
		                                  AIBehavior behavior)
    {
        bool ret = false;
        switch(conditionEntity.EntityType)
        {
        case ConditionEntityType.AtomCondition:
            AtomConditionData atomCondition = compositeConditionWrapper.AtomConditionDataDict[conditionEntity.EntityReferenceId];
            ret = CheckAtomCondition(atomCondition, behavior);
            break;
        case ConditionEntityType.ReferenceToComposite:
            CompositeCondition compositeCondition = compositeConditionWrapper.CompositeConditionDict[conditionEntity.EntityReferenceId];
            ret = IsCompositeConditionMatched(compositeCondition, compositeConditionWrapper, behavior);
            break;
        }
        return ret;
    }
コード例 #46
0
ファイル: AI.cs プロジェクト: hiyouke/colonist
    /// <summary>
    /// Stop a behavior.
    /// By default, the coroutine to stop = "Stop_" + behavior.Type.ToString(), offspring can
    /// override to define a new rule.
    /// </summary>
    /// <param name="behavior"></param>
    /// <returns></returns>
    /// 
    public override void StopBehavior(AIBehavior behavior)
    {
        //preserve the last start time
        behavior.LastExecutionTime = Time.time;
        string Coroutine = "Stop_" + behavior.Type.ToString();
        //By defaut, set the behavior phase = sleeping at StopBehavior()
        behavior.Phase = AIBehaviorPhase.Sleeping;
        foreach (string endMessage in behavior.MessageAtEnd)
        {
            SendMessage(endMessage);
        }
        foreach( GameEvent _event in behavior.GameEventAtEnd)
        {
            LevelManager.OnGameEvent(_event, this);
        }
        StartCoroutine(Coroutine, behavior);

        //Start next behavior
        string NextBehavior = behavior.NextBehaviorName;
        if(NextBehavior == string.Empty)
        {
            Debug.LogError("NextBehavior of behavior: " + behavior.Name + " is empty !");
        }
        StartBehavior(this.behaviorDict[behavior.NextBehaviorName]);
    }
コード例 #47
0
ファイル: AI.cs プロジェクト: hiyouke/colonist
 /// <summary>
 /// Check if the AIBehavior condition is true
 /// </summary>
 /// <param name="AIBehaviorCondition"></param>
 /// <returns></returns>
 public virtual bool CheckAtomCondition(AtomConditionData AIBehaviorCondition, AIBehavior behavior)
 {
     bool ret = false;
     switch (AIBehaviorCondition.ConditionType)
     {
         case AIBehaviorConditionType.Boolean:
             ret = CheckBooleanCondition(AIBehaviorCondition, behavior);
             break;
         case AIBehaviorConditionType.ValueComparision:
             ret = CheckValueComparisionCondition(AIBehaviorCondition, behavior);
             break;
     }
     return ret;
 }
コード例 #48
0
ファイル: AI.cs プロジェクト: hiyouke/colonist
 public virtual IEnumerator Stop_Attack(AIBehavior behavior)
 {
     StopNavigation();
     yield return null;
 }
コード例 #49
0
ファイル: AI.cs プロジェクト: hiyouke/colonist
 public virtual bool CheckConditionWrapper(CompositeConditionWrapper compositeConditionWrapper,AIBehavior behavior)
 {
     bool ret = false;
     ret = IsCompositeConditionMatched(compositeConditionWrapper.RootCompositeCondition,
                                       compositeConditionWrapper,
                                       behavior);
     return ret;
 }
コード例 #50
0
ファイル: AI.cs プロジェクト: hiyouke/colonist
 public virtual IEnumerator Stop_HoldPosition(AIBehavior behavior)
 {
     StopCoroutine("Start_HoldPosition");
     yield return null;
 }
コード例 #51
0
ファイル: AI.cs プロジェクト: hiyouke/colonist
    public virtual bool IsCompositeConditionMatched(CompositeCondition compositeCondition,
		                                            CompositeConditionWrapper compositeConditionWrapper,
		                                            AIBehavior behavior)
    {
        bool ret = false;
        switch(compositeCondition.Operator)
        {
        case LogicConjunction.None:
            ret = IsConditionEntityMatched(compositeCondition.Entity1,compositeConditionWrapper,behavior);
            break;
        case LogicConjunction.And:
            ret = IsConditionEntityMatched(compositeCondition.Entity1,compositeConditionWrapper,behavior);
            if(ret)
                ret = IsConditionEntityMatched(compositeCondition.Entity2,compositeConditionWrapper,behavior);
            break;
        case LogicConjunction.Or:
            ret = IsConditionEntityMatched(compositeCondition.Entity1,compositeConditionWrapper,behavior);
            if(ret == false)
                ret = IsConditionEntityMatched(compositeCondition.Entity2,compositeConditionWrapper,behavior);
            break;
        }
        return ret;
    }
コード例 #52
0
ファイル: AI.cs プロジェクト: hiyouke/colonist
 /// <summary>
 /// Stop Idle. 
 /// </summary>
 /// <returns></returns>
 public virtual IEnumerator Stop_Idle(AIBehavior behavior)
 {
     //        Debug.Log("Stop behavior:" + behavior.Name + " .IdleDataName:" + behavior.IdleDataName);
     StopCoroutine("Start_Idle");
     string IdleAnimationName = Unit.IdleDataDict[behavior.IdleDataName].AnimationName;
     animation.Stop(IdleAnimationName);
     yield return null;
 }
コード例 #53
0
ファイル: AI.cs プロジェクト: hiyouke/colonist
    /// <summary>
    /// Start behave attack
    /// </summary>
    /// <param name="behavior"></param>
    /// <returns></returns>
    public virtual IEnumerator Start_Attack(AIBehavior behavior)
    {
        AttackData attackData = null;
        float lastScanEndConditionTime = Time.time;
        while (true)
        {
            //If no target is found, do nothing
            if (Halt || CurrentTarget == null)
            {
                yield return null;
                continue;
            }
            //Get attack data
            if(behavior.UseRandomAttackData == false)
            {
               attackData = Unit.AttackDataDict[behavior.AttackDataName];
            }
            else
            {
               string attackDataName = Util.RandomFromArray<string>(behavior.AttackDataNameArray);
               attackData = Unit.AttackDataDict[attackDataName];
            }

            //if this behavior's end condition matches, end this behavior
            if((Time.time - lastScanEndConditionTime) >= behavior.AlterBehaviorInterval)
            {
                lastScanEndConditionTime = Time.time;
                if(CheckAlternateBehaviorCondition(behavior))
                {
                   break;
                }
            }

            //Animating attack
            string AttackAnimationName = attackData.AnimationName;
            //If can see target, and target distance <= AttackableRange, do this:
            //1. Face to target
            //2. Check last attack time against attack interval
            //3. if #2 pass, animating, send hit message
            if (this.CanSeeCurrentTarget && CurrentTargetDistance <= attackData.AttackableRange)
            {
                if(attackData.LookAtTarget)
                {
                   transform.LookAt(new Vector3(CurrentTarget.position.x, transform.position.y, CurrentTarget.position.z));
                }
                //If hitTriggerType is HitTriggerType.ByAnimationEvent, the function will be invoked by animation event
                if(attackData.hitTriggerType == HitTriggerType.ByTime)
                {
                   SendMessage("_Attack",attackData.Name);
                }
                animation.CrossFade(attackData.AnimationName);
                yield return new WaitForSeconds(animation[attackData.AnimationName].length);
                //If AttackInterrupt = true, means wait for a while, so execute the IdleData
                if(behavior.AttackInterrupt)
                {
                    IdleData idleData = this.Unit.IdleDataDict[behavior.IdleDataName];
                    float interval = Random.Range(behavior.AttackIntervalMin, behavior.AttackIntervalMax);
                    animation.CrossFade(idleData.AnimationName);
                    yield return new WaitForSeconds(interval);
                    animation.Stop(idleData.AnimationName);
                }
                else
                {
                    yield return null;
                }
                continue;
            }
            //else if can't see target, navigating until CanSeeCurrentTarget = true & within AttackableRange
            else
            {
                MoveData moveData = Unit.MoveDataDict[behavior.MoveDataName];
                yield return StartCoroutine(NavigateToTransform(CurrentTarget,
                    moveData, attackData.AttackableRange, 1));
                continue;
            }
            yield return null;
        }
        animation.Stop(attackData.AnimationName);
        StopBehavior(behavior);
    }
コード例 #54
0
ファイル: AI.cs プロジェクト: hiyouke/colonist
 /// <summary>
 /// Stop behave move at direction.
 /// </summary>
 /// <returns></returns>
 public virtual IEnumerator Stop_MoveAtDirection(AIBehavior behavior)
 {
     MoveData MoveData = Unit.MoveDataDict[behavior.MoveDataName];
     animation.Stop(MoveData.AnimationName);
     StopCoroutine("Start_MoveAtDirection");
     yield break;
 }
コード例 #55
0
ファイル: AI.cs プロジェクト: hiyouke/colonist
    /// <summary>
    /// Start Idle. 
    /// </summary>
    /// <returns></returns>
    public virtual IEnumerator Start_Idle(AIBehavior behavior)
    {
        if(PrintDebugMessage)
           Debug.Log("Start behavior:" + behavior.Name + " .IdleDataName:" + behavior.IdleDataName);

        IdleData _IdleData = Unit.IdleDataDict[behavior.IdleDataName];

        string IdleAnimationName = _IdleData.AnimationName;
        float lastScanEndConditionTime = Time.time;
        while (true)
        {
            if (Halt)
            {
                animation.Stop(IdleAnimationName);
                yield return null;
                continue;
            }
            else
            {
                animation.CrossFade(IdleAnimationName);

                //if this behavior's end condition matches, end this behavior
                if((Time.time - lastScanEndConditionTime) >= behavior.AlterBehaviorInterval)
                {
                   lastScanEndConditionTime = Time.time;
                    if(CheckAlternateBehaviorCondition(behavior))
                    {
                        if(PrintDebugMessage)
                        {
                            Debug.Log("Idle behavior:" + behavior.Name + " is end.");
                        }
                        break;
                    }
                }
                //if the current target is not null and idle data mean to be keep facing at the target, face to the target.
                if(CurrentTarget != null && _IdleData.KeepFacingTarget)
                {
                    Vector3 LookAtPosition = new Vector3(CurrentTarget.position.x, transform.position.y, CurrentTarget.position.z);
                    if(_IdleData.SmoothRotate)
                    {
                        RotateData rotateData = Unit.RotateDataDict[_IdleData.RotateDataName];
                        //Calculate angle distance of forward direction and face to target direction.
                        Vector3 toTargetDir = CurrentTarget.position - transform.position;
                        Vector3 faceDir = transform.forward;
                        if(Vector3.Angle(toTargetDir, faceDir) >= rotateData.AngleDistanceToStartRotate)
                        {
                           Util.RotateToward(transform, LookAtPosition, true, rotateData.RotateAngularSpeed);
                        }
                    }
                    else
                    {
                        transform.LookAt(LookAtPosition);
                    }
                }
                yield return null;
            }
        }
        animation.Stop(this.Unit.IdleDataDict[behavior.IdleDataName].AnimationName);
        StopBehavior(behavior);
    }
コード例 #56
0
ファイル: AI.cs プロジェクト: hiyouke/colonist
 /// <summary>
 /// Stop behave stopping move to.
 /// </summary>
 /// <returns></returns>
 public virtual IEnumerator Stop_MoveToTransform(AIBehavior behavior)
 {
     StopNavigation();
     MoveData MoveData = Unit.MoveDataDict[behavior.MoveDataName];
     animation.Stop(MoveData.AnimationName);
     StopCoroutine("Start_MoveToTransform");
     yield return null;
 }
コード例 #57
0
ファイル: AI.cs プロジェクト: hiyouke/colonist
    public virtual IEnumerator Start_MoveToCurrentTarget(AIBehavior behavior)
    {
        if(Unit.MoveDataDict.ContainsKey(behavior.MoveDataName)==false)
        {
            Debug.LogError("Error key:" + behavior.MoveDataName + " at frame:" + Time.frameCount);
        }
        MoveData MoveData = Unit.MoveDataDict[behavior.MoveDataName];
        float refreshNavigationInterval = 0.3333f;
        float lastNavigationTime = 0;
        float lastScanEndConditionTime = Time.time;

        while (true)
        {
            if ((Halt) || (CurrentTarget == null))
            {
                yield return null;
                continue;
            }
            //if this behavior's end condition matches, end this behavior
            if((Time.time - lastScanEndConditionTime) >= behavior.AlterBehaviorInterval)
            {
              lastScanEndConditionTime = Time.time;
              if(CheckAlternateBehaviorCondition(behavior))
              {
                 break;
              }
            }
            if((Time.time - lastNavigationTime)>=refreshNavigationInterval)
            {
               animation.CrossFade( MoveData.AnimationName);
               StartNavigation(CurrentTarget, true, MoveData);
               lastNavigationTime = Time.time;
            }

        //            float distance = Util.DistanceOfCharacters(gameObject, CurrentTarget.gameObject);
        //            if (distance <= 1)
        //            {
        //                break;
        //            }
            yield return null;
        }
        StopBehavior(behavior);
    }
コード例 #58
0
ファイル: AI.cs プロジェクト: hiyouke/colonist
 public virtual IEnumerator Stop_MoveToWaypoint(AIBehavior behavior)
 {
     StopCoroutine("Start_MoveToWaypoint");
     behavior.selectedWaypoint = null;
     yield return null;
 }
コード例 #59
0
ファイル: AI.cs プロジェクト: hiyouke/colonist
    public virtual IEnumerator Start_MoveToWaypoint(AIBehavior behavior)
    {
        MoveData MoveData = Unit.MoveDataDict[behavior.MoveDataName];
        WayPoint[] wpArray = WayPoint.GetWaypoints(behavior.WaypointNames);
        WayPoint wp = Util.RandomFromArray<WayPoint>(wpArray);
        behavior.selectedWaypoint = wp;
        StartNavigation(behavior.selectedWaypoint.transform, true, MoveData);
        float lastScanEndConditionTime = Time.time;
        while (true)
        {
            if (Halt)
            {
                yield return null;
                continue;
            }

            //if this behavior's end condition matches, end this behavior
            if((Time.time - lastScanEndConditionTime) >= behavior.AlterBehaviorInterval)
            {
              lastScanEndConditionTime = Time.time;
              if(CheckAlternateBehaviorCondition(behavior))
              {
                 break;
              }
            }
            yield return null;
        }
        StopBehavior(behavior);
    }
コード例 #60
0
 public override void StopBehavior(AIBehavior behavior)
 {
 }