コード例 #1
0
    void InitStateMachine()
    {
        if (IsStateMachineInited)
        {
            return;
        }
        IsStateMachineInited = true;

        m_stateMachine = new AStateMachine <HeroState, LogicEvents> (HeroState.None);

        m_stateMachine.BlindFromEveryState(LogicEvents.PlaceHeroPhase, HeroState.ReadyToPlace);

        m_stateMachine.AddEnter(HeroState.ReadyToPlace, delegate {
            transform.DOMove(oritinalPos, 1f);
        });

        m_stateMachine.AddEnter(HeroState.MoveWithMouse, delegate {
            m_collider.size = new Vector3(0.1f, 0.1f, 1f);
        });

        m_stateMachine.AddUpdate(HeroState.MoveWithMouse, delegate {
            transform.position = InputManager.FocusWorldPos;
        });

        m_stateMachine.AddExit(HeroState.MoveWithMouse, delegate {
            m_collider.size = new Vector3(2.56f, 2.56f, 1f);
        });

        m_stateMachine.AddEnter(HeroState.Prepare, delegate {
            if (TriggerBlock != null)
            {
                TriggerBlock.RegisterHero(this);

                TemBlock = TriggerBlock.BlockInfo;
                LogicManager.Instance.RegisterHero(this);

                transform.DOMove(TriggerBlock.GetCenterPosition(), 0.2f);

                // Disable Collider
                if (m_collider != null)
                {
                    m_collider.enabled = false;
                }
            }
        });

        m_stateMachine.BlindFromEveryState(LogicEvents.StrategyPhase, HeroState.Strategy);
        m_stateMachine.BlindFromEveryState(LogicEvents.AutoBattle, HeroState.Strategy);


        m_stateMachine.AddEnter(HeroState.Strategy, delegate {
            if (TemBlock == null)
            {
                m_stateMachine.State = HeroState.None;
            }
            else
            {
                targetLine.enabled  = false;
                targetArrow.enabled = false;

                if (LogicManager.IsAutoPlay)
                {
                    m_stateMachine.State = HeroState.StrategyAuto;
                }
                else
                {
                    if (!(m_strategy is CustomStrategy))
                    {
                        DestroyImmediate(m_strategy);
                        m_strategy = gameObject.AddComponent <CustomStrategy>();
                        m_strategy.Init(this);
                    }
                    if (m_strategy is CustomStrategy)
                    {
                        ((CustomStrategy)m_strategy).target   = TemSimpleBlock;
                        ((CustomStrategy)m_strategy).isActive = false;
                    }
                }
            }
        });

        m_stateMachine.AddUpdate(HeroState.Strategy, delegate() {
            if (LogicManager.IsAutoPlay)
            {
                m_stateMachine.State = HeroState.StrategyAuto;
            }
        });

        m_stateMachine.BlindStateEventHandler(HeroState.StrategyChoose, delegate(object obj) {
            LogicArg arg = (LogicArg)obj;
            if (arg.type == LogicEvents.ConfirmHero)
            {
//				Block block = (Block)arg.GetMessage(M_Event.BLOCK);
//				if ( TemBlock != null && !TemBlock.Equals(block))
//				{
                m_stateMachine.State = HeroState.Strategy;
//				}
            }
            else if (arg.type == LogicEvents.SelectBlock)
            {
                Block block = (Block)arg.GetMessage(M_Event.BLOCK);

                if (m_move.IsInMoveRange(block.SimpleBlock))
                {
                    ((CustomStrategy)m_strategy).target = block.SimpleBlock;
                    DrawToTarget(block);
                    m_stateMachine.State = HeroState.StrategyDirection;
                }
            }
        });


        m_stateMachine.BlindStateEventHandler(HeroState.StrategyDirection, delegate(object obj) {
            LogicArg arg = (LogicArg)obj;
            if (arg.type == LogicEvents.FingerUp)
            {
                m_stateMachine.State = HeroState.StrategyConfirm;
            }
        });

        m_stateMachine.BlindStateEventHandler(HeroState.StrategyConfirm, delegate(object obj) {
            LogicArg arg = (LogicArg)obj;
            if (arg.type == LogicEvents.ConfirmHero)
            {
                Block block = (Block)arg.GetMessage(M_Event.BLOCK);
                if (TemBlock.Equals(block))
                {
                    m_stateMachine.State = HeroState.StrategyChoose;
                }
            }
            else if (arg.type == LogicEvents.ConfirmMove)
            {
                if (LogicManager.Instance.mode == LogicManager.Mode.SingleBattle)
                {
                    if (arg.sender != this)
                    {
                        m_stateMachine.State = HeroState.Strategy;
                    }
                }
            }
        });

        m_stateMachine.AddEnter(HeroState.StrategyChoose, delegate {
            TemBlock.linkedBlock.visualType = BattleBlock.BlockVisualType.StrategyFocus;
            BattleField.ShowBlock(m_move.GetMoveRange(), BattleBlock.BlockVisualType.StrategyMoveRange);
            BattleField.ShowBlock(new SimBlock[] { TemBlock.SimpleBlock }, BattleBlock.BlockVisualType.StrategyChosenHero, false);
        });

        m_stateMachine.AddEnter(HeroState.StrategyDirection, delegate() {
            targetArrow.enabled = true;
            Block block         = BattleField.GetBlock(((CustomStrategy)m_strategy).target);
            BattleField.ShowBlock(new SimBlock[] { TemBlock.SimpleBlock }, BattleBlock.BlockVisualType.StrategyChosenHero, false);
            targetArrow.transform.position = block.linkedBlock.GetCenterPosition();
        });

        m_stateMachine.AddUpdate(HeroState.StrategyDirection, delegate {
            // set the target arrow to right angle
            Vector3 focusPos = InputManager.FocusWorldPos;
            Block block      = BattleField.GetBlock(((CustomStrategy)m_strategy).target);
            Vector3 toward   = focusPos - block.linkedBlock.GetCenterPosition();
            float angle      = Mathf.Atan2(toward.y, toward.x) * Mathf.Rad2Deg;
            angle            = Mathf.Round((angle) / 90f) * 90f;

            targetArrow.transform.rotation = Quaternion.Euler(0, 0, angle);

            // set the angle of strategy
            ((CustomStrategy)m_strategy).angle = angle;

            // get the direction of the strategy
            Direction direction = ((CustomStrategy)m_strategy).GetDirection();
            BattleField.ShowBlock(m_attack.GetAttackRange(((CustomStrategy)m_strategy).target, direction, GetHeroInfo().AttackRange), BattleBlock.BlockVisualType.StrategyAttackRange);
        });

        m_stateMachine.AddExit(HeroState.StrategyDirection, delegate {
            ((CustomStrategy)m_strategy).isActive = true;
            LogicArg arg = new LogicArg(this);
//			Debug.Log("Fire Confirm Move ");
            M_Event.FireLogicEvent(LogicEvents.ConfirmMove, arg);
        });

        m_stateMachine.AddEnter(HeroState.StrategyConfirm, delegate {
            BattleField.ResetVisualColor(true);
            TemBlock.linkedBlock.visualType = BattleBlock.BlockVisualType.StrategyConfirm;
        });

        m_stateMachine.AddEnter(HeroState.StrategyAuto, delegate() {
            // set up the strategy
            if (!(m_strategy is AIStrategy))
            {
                DestroyImmediate(m_strategy);
                m_strategy = gameObject.AddComponent <AIStrategy>();
                m_strategy.Init(this);
                m_strategy.OnBeforeBattle();
            }
        });

        m_stateMachine.AddEnter(HeroState.BattleMove, delegate {
            targetLine.enabled  = false;
            targetArrow.enabled = false;
        });
    }
コード例 #2
0
ファイル: Car.cs プロジェクト: facybenbook/TrafficGangs
    void InitStateMachine()
    {
        m_stateMachine = new AStateMachine <State, LogicEvents>(State.None);

        m_stateMachine.AddUpdate(State.MoveForward, OnMoveForwardUpdate);

        m_stateMachine.AddEnter(State.Wait, delegate {
            m_forwardSpeed = 0;
            temLocation    = nextLocation;
            nextLocation   = CalculateNext();
            // arrive the tem Location
            if (temLocation != null)
            {
                temLocation.OnArrive(this);
            }

            m_stateMachine.State = State.WaitOnLocation;
        });

        m_stateMachine.AddUpdate(State.WaitOnLocation, delegate {
            waittingTime += Time.deltaTime;
            OnWaitUpdate();
        });

        m_stateMachine.AddEnter(State.Pass, OnEnterPass);

        m_stateMachine.AddExit(State.Pass, delegate {
            transform.forward  = GetForwardDirection();
            transform.position = temRoad.GetStartPosition();
            // leave the tem location and move to the next location
            temLocation.OnLeave(this);
        });

        m_stateMachine.AddEnter(State.StopForFirstPriority, delegate {
            Debug.Log("Enter top ");
            m_sideSpeed = 0;
        });

        m_stateMachine.AddUpdate(State.StopForFirstPriority, delegate {
            float SideDistanceMax = Width + 0.1f;
            float sideDistance    = Mathf.Clamp(temRoad.GetDistanceToRoad(transform.position), 0.001f, SideDistanceMax);
//			Debug.Log("Side Distance " + sideDistance );
            m_sideSpeed = Mathf.Sin(Mathf.Acos(Mathf.Clamp(1f - 2 * sideDistance / SideDistanceMax, -1f, 1f))) * MaxSpeed + 0.001f;

            // Update the forward Speed
            m_forwardSpeed = Mathf.Clamp(m_forwardSpeed - Acceleration / 2f * Time.deltaTime, SlowSpeed, MaxSpeed);

            // Update Direction
            forwardDirection  = GetForwardDirection().normalized;
            transform.forward = Speed.normalized;

            transform.position += Speed * Time.deltaTime;

            // Test If The Policd Car Walk Passed
            if ((Vector3.Dot((firstPriorityCar.transform.position - transform.position), temRoad.GetDirection()) > firstPriorityCar.Length + Length) ||
                temRoad != firstPriorityCar.temRoad)
            {
                m_stateMachine.State = State.BackToRoad;
            }
        });

        m_stateMachine.AddExit(State.StopForFirstPriority, delegate {
            m_sideSpeed    = 0;
            m_forwardSpeed = Mathf.Epsilon;
        });

        m_stateMachine.AddUpdate(State.BackToRoad, delegate() {
            float SideDistanceMax = Width + 0.1f;
            float sideDistance    = Mathf.Clamp(SideDistanceMax - temRoad.GetDistanceToRoad(transform.position), 0.001f, SideDistanceMax);
            //			Debug.Log("Side Distance " + sideDistance );
            m_sideSpeed = -(Mathf.Sin(Mathf.Acos(Mathf.Clamp(1f - 2 * sideDistance / SideDistanceMax, -1f, 1f))) * MaxSpeed);

            // Update the forward Speed
            m_forwardSpeed    = Mathf.Clamp(m_forwardSpeed + Acceleration * Time.deltaTime, SlowSpeed, MaxSpeed);
            transform.forward = Speed.normalized;
//			Debug.Log("Back Speed " + Speed + " " + Speed.normalized + " side " + m_sideSpeed + " forward " + m_forwardSpeed + " direction " + forwardDirection );

            transform.position += Speed * Time.deltaTime;

            if (Vector3.Dot((transform.position - temRoad.GetStartPosition()), SideDirection) < 0)
            {
                m_stateMachine.State = State.MoveForward;
            }
        });

        m_stateMachine.AddExit(State.BackToRoad, delegate {
            if (temRoad != null)
            {
                transform.position = temRoad.GetNearestPoint(transform.position);
            }
            m_sideSpeed = 0;
        });



        m_stateMachine.AddUpdate(State.StopForFirstPriorityWait, delegate {
            float SideDistanceMax = Width + 0.1f;
            float sideDistance    = Mathf.Clamp(temRoad.GetDistanceToRoad(transform.position), 0.001f, SideDistanceMax);
            //			Debug.Log("Side Distance " + sideDistance );
            m_sideSpeed = Mathf.Sin(Mathf.Acos(Mathf.Clamp(1f - 2 * sideDistance / SideDistanceMax, -1f, 1f))) * MaxSpeed + 0.001f;

            // Update Direction
            forwardDirection  = GetForwardDirection().normalized;
            transform.forward = Speed.normalized;

            transform.position += Speed * Time.deltaTime;

            // Test If The Policd Car Walk Passed
            if ((Vector3.Dot((firstPriorityCar.transform.position - transform.position), temRoad.GetDirection()) > firstPriorityCar.Length + Length) ||
                temRoad != firstPriorityCar.temRoad)
            {
                m_stateMachine.State = State.BackToRoadWait;
            }
        });

        m_stateMachine.AddExit(State.StopForFirstPriorityWait, delegate {
            m_sideSpeed    = 0;
            m_forwardSpeed = Mathf.Epsilon;
        });

        m_stateMachine.AddUpdate(State.BackToRoadWait, delegate() {
            float SideDistanceMax = Width + 0.1f;
            float sideDistance    = Mathf.Clamp(SideDistanceMax - temRoad.GetDistanceToRoad(transform.position), 0.001f, SideDistanceMax);
            //			Debug.Log("Side Distance " + sideDistance );
            m_sideSpeed = -(Mathf.Sin(Mathf.Acos(Mathf.Clamp(1f - 2 * sideDistance / SideDistanceMax, -1f, 1f))) * MaxSpeed);

            // Update the forward Speed
            transform.forward = Speed.normalized;
            Debug.Log("Back Speed " + Speed + " " + Speed.normalized + " side " + m_sideSpeed + " forward " + m_forwardSpeed + " direction " + forwardDirection);

            transform.position += Speed * Time.deltaTime;

            if (Vector3.Dot((transform.position - temRoad.GetStartPosition()), SideDirection) < 0)
            {
                m_stateMachine.State = State.WaitOnLocation;
            }
        });

        m_stateMachine.AddExit(State.BackToRoadWait, delegate {
            if (temRoad != null)
            {
                transform.position = temRoad.GetNearestPoint(transform.position);
            }
            m_sideSpeed = 0;
        });
    }
コード例 #3
0
    public void InitStateMachine()
    {
//		m_stateMachine.AddEnter (State.Create, delegate {
//			UIManager.Instance.ClearElement();
//			UIManager.Instance.AddButton(ButtonType.CreateWolf , IconType.Create , 1, 1);
//		});
//
//		m_stateMachine.AddExit (State.Create, delegate {
//			AdvanceTurn ();
//		});
//
//		m_stateMachine.AddEnter (State.Feed, delegate {
//			UIManager.Instance.ClearElement();
//
//			UIManager.Instance.AddButtonAtRandomPosition(ButtonType.FeedSun , IconType.Sun );
//			UIManager.Instance.AddButtonAtRandomPosition(ButtonType.FeedMoon , IconType.Moon );
//		});
//
//		m_stateMachine.AddOnEvent (State.Feed, delegate(object arg) {
//			var lArg = (LogicArg)arg;
//			if ( lArg != null && lArg.eventType == LogicEvents.ButtonPress ) {
//				var bpArg = (ButtonArg)arg;
//				UIManager.Instance.ClearElement();
//				UIManager.Instance.AddButtonAtRandomPosition(ButtonType.FeedSun , IconType.Sun );
//				UIManager.Instance.AddButtonAtRandomPosition(ButtonType.FeedMoon , IconType.Moon );
//			}
//
//		});
//
//		m_stateMachine.AddExit (State.Feed, delegate {
//			AdvanceTurn();
//		});

        m_stateMachine.AddEnter(State.MainState, delegate {
            UIManager.Instance.AddButton(ButtonType.CreateButton, 1, 1);
            if (MCreatureManager.Instance.GetAnimalCount() > 0)
            {
                UIManager.Instance.AddButton(ButtonType.ActionButton, 2, 1);
            }
            if (DisasterManager.Instance.IsDisasterReady)
            {
                UIManager.Instance.AddButton(ButtonType.DisasterButton, 0, 1);
            }
        });

        m_stateMachine.AddOnEvent(State.MainState, delegate(object arg) {
            var lArg = (LogicArg)arg;
            if (lArg.eventType == LogicEvents.ButtonPress)
            {
                var bArg = (ButtonArg)lArg;
                if (bArg.buttonType == ButtonType.CreateButton)
                {
                    buttonCache          = bArg.button;
                    m_stateMachine.State = State.Create;
                }
            }
        });


        ///// Create

        m_stateMachine.AddEnter(State.Create, delegate {
//			if ( Turn == 1 )
            {
                // Basic Creature
                var list = GetCreatureCreateButtonList();
                foreach (var btnType in list)
                {
                    var btn = UIManager.Instance.AddButtonAtRandomPosition(btnType);
                    if (buttonCache != null)
                    {
                        UIManager.Instance.MoveFrom(buttonCache, btn, 1f);
                    }
                }

                if (buttonCache != null)
                {
                    UIManager.Instance.RemoveElement(buttonCache);
                }
            }

            // m_miniGame.OnEnter();
        });

        m_stateMachine.AddOnEvent(State.Create, delegate(object arg) {
            var lArg = (LogicArg)arg;
            if (lArg.eventType == LogicEvents.ButtonPress)
            {
                var bArg = (ButtonArg)lArg;

                buttonTypeCache      = bArg.buttonType;
                m_stateMachine.State = State.CreateMiniGame;
            }
        });

        m_stateMachine.AddEnter(State.CreateMiniGame, delegate {
            m_miniGame = new FirstCreate();

            m_miniGame.OnEnter();
        });

        m_stateMachine.AddUpdate(State.CreateMiniGame, delegate {
            if (m_miniGame.OnUpdate())
            {
                m_stateMachine.State = State.Action;
            }
        });

        m_stateMachine.AddOnEvent(State.CreateMiniGame, delegate(object arg) {
            var lArg = (LogicArg)arg;
            if (lArg.eventType == LogicEvents.ButtonPress)
            {
                var bArg = (ButtonArg)lArg;
            }

            if (m_miniGame != null)
            {
                m_miniGame.OnEvent((LogicArg)arg);
            }
        });

        m_stateMachine.AddExit(State.CreateMiniGame, delegate {
            m_miniGame.OnExit();
            m_miniGame = null;
            AdvanceTurn();
        });

        /////// Feed /////////

        m_stateMachine.AddEnter(State.Action, delegate {
//			if ( Turn == 2 )
            {
                m_miniGame = new FirstFeed();
            }

            m_miniGame.OnEnter();
        });

        m_stateMachine.AddUpdate(State.Action, delegate {
            if (m_miniGame.OnUpdate())
            {
                m_stateMachine.State = State.Create;
            }
        });

        m_stateMachine.AddOnEvent(State.Action, delegate(object arg) {
            if (m_miniGame != null)
            {
                m_miniGame.OnEvent((LogicArg)arg);
            }
        });

        m_stateMachine.AddExit(State.Action, delegate {
            m_miniGame.OnExit();
            m_miniGame = null;
            AdvanceTurn();
        });

        /////// Play /////////

        m_stateMachine.AddEnter(State.Play, delegate {
//			if ( Turn == 1 )
            {
                m_miniGame = new NormalPlay();
            }

            m_miniGame.OnEnter();
        });

        m_stateMachine.AddUpdate(State.Play, delegate {
            if (m_miniGame.OnUpdate())
            {
                m_stateMachine.State = State.Action;
            }
        });

        m_stateMachine.AddOnEvent(State.Play, delegate(object arg) {
            if (m_miniGame != null)
            {
                m_miniGame.OnEvent((LogicArg)arg);
            }
        });

        m_stateMachine.AddExit(State.Play, delegate {
            m_miniGame.OnExit();
            m_miniGame = null;
            AdvanceTurn();
        });

        m_stateMachine.State = State.MainState;
    }
コード例 #4
0
    public void InitStateMachine()
    {
        m_stateMachine.AddEnter(State.Enter, delegate {
            ResetTimer();
            Animal.ActionEmotion(-1);
            Animal.Action = true;
        });

        m_stateMachine.AddUpdate(State.Enter, delegate {
            if (timer < 0)
            {
                m_stateMachine.State = State.Walk;
            }
        });

        m_stateMachine.AddExit(State.Enter, delegate {
            Animal.Action = false;
        });


        m_stateMachine.AddEnter(State.Walk, delegate {
            SetRandomTarget();
            ResetTimer();
            M_Event.FireLogicEvent(LogicEvents.AnimalAction, new AnimalActionArg(this, AnimalAction.Walk, transform));

            if (m_health.IsHungry)
            {
                m_stateMachine.State = State.FindFood;
            }
        });

        m_stateMachine.AddUpdate(State.Walk, delegate {
            Agent.nextPosition = transform.position;

            if (Agent.remainingDistance > Agent.stoppingDistance)
            {
                if (timer < -5f)
                {
                    SetRandomTarget();
                    ResetTimer();
                }

                Vector3 walkDir = Agent.desiredVelocity.normalized;
                walkDir.y       = 0;
                if (walkDir.magnitude < 0.01f)
                {
                    walkDir   = transform.forward;
                    walkDir.y = 0;
                }
                walkDir = walkDir.normalized;

                Debug.DrawLine(transform.position, transform.position + walkDir * 5f, Color.red);
                Animal.Move(walkDir, true);
            }
            else
            {
                if (Random.Range(0, 1f) < 0.2f)
                {
                    m_stateMachine.State = State.Lie;
                }
                else
                {
                    m_stateMachine.State = State.Rest;
                }
            }
        });

        m_stateMachine.AddExit(State.Walk, delegate {
        });

        m_stateMachine.AddEnter(State.Rest, delegate {
            Animal.Move(Vector3.zero, false);
        });

        m_stateMachine.AddUpdate(State.Rest, delegate {
            if (IsTimerReady())
            {
                m_stateMachine.State = State.Walk;
            }
        });

        m_stateMachine.AddExit(State.Rest, delegate {
        });

        m_stateMachine.AddEnter(State.Lie, delegate {
            Animal.ActionEmotion((int)AnimalAction.Lie);
            Animal.Action = true;
            ResetTimer();
            Animal.Move(Vector3.zero, false);

            M_Event.FireLogicEvent(LogicEvents.AnimalAction, new AnimalActionArg(this, AnimalAction.Lie, transform));
        });

        m_stateMachine.AddUpdate(State.Lie, delegate {
            Animal.Action = false;
            if (IsTimerReady() && Animal.Stand)
            {
                m_stateMachine.State = State.Walk;
            }
        });

        m_stateMachine.AddExit(State.Lie, delegate {
            Animal.ActionEmotion(-1);
            Animal.Action = false;
            Animal.Move(new Vector3(0.001f, 0, 0.001f), false);
        });

        m_stateMachine.AddEnter(State.FindFood, delegate {
            Debug.Log("Find Food ");
            if (targetFood == null)
            {
                foreach (var aviableFood in aviableFoodList)
                {
                    targetFood = MFood.FindNearestFood(aviableFood, transform.position);
                    if (targetFood != null)
                    {
                        break;
                    }
                }
            }

            if (targetFood == null)
            {
                ResetTimer();
                m_stateMachine.State = State.Rest;
            }
            else
            {
                m_stateMachine.State = State.WalkToFood;
            }
        });

        m_stateMachine.AddEnter(State.WalkToFood, delegate {
            Animal.ActionEmotion(-1);

            Debug.Log("Walk To Food ");
            if (targetFood == null)
            {
                m_state = State.FindFood;
            }
            else
            {
                Agent.SetDestination(targetFood.transform.position);

                var lookAt = gameObject.GetComponent <MalbersAnimations.Utilities.LookAt>();
                if (lookAt != null)
                {
                    lookAt.Target = targetFood.transform;
                }
            }
        });

        m_stateMachine.AddUpdate(State.WalkToFood, delegate {
            Agent.nextPosition = transform.position;

            if (targetFood == null || !targetFood.IsAviable())
            {
                m_stateMachine.State = State.FindFood;
            }
            else
            {
                Vector3 toward    = targetFood.transform.position - transform.position;
                toward.y          = 0;
                float towardAngle = Vector3.Angle(transform.forward, toward);

//				Debug.Log("Re D " + Agent.remainingDistance + " stop " + Agent.stoppingDistance );
                if (Agent.remainingDistance > Agent.stoppingDistance)
                {
                    Vector3 walkDir = Agent.desiredVelocity.normalized;
                    walkDir.y       = 0;
                    if (walkDir.magnitude < 0.01f)
                    {
                        walkDir   = transform.forward;
                        walkDir.y = 0;
                    }
                    walkDir = walkDir.normalized;

                    Debug.DrawLine(transform.position, transform.position + walkDir * 5f, Color.red);
                    Animal.Move(walkDir, true);

                    if (toward.magnitude > 5f)
                    {
                        Animal.Shift = true;
                    }
                    else
                    {
                        Animal.Shift = false;
                    }
                }
                else
                {
                    m_stateMachine.State = State.Eat;
                }
            }
        });

        m_stateMachine.AddExit(State.WalkToFood, delegate {
            Animal.Shift = false;

            var lookAt = gameObject.GetComponent <MalbersAnimations.Utilities.LookAt>();
            if (lookAt != null)
            {
                lookAt.Target = null;
            }
        });

        m_stateMachine.AddEnter(State.Eat, delegate {
            Animal.ActionEmotion((int)AnimalAction.Eat);
            Animal.Action = true;
            Animal.Move(Vector3.zero, true);

            var lookAt = gameObject.GetComponent <MalbersAnimations.Utilities.LookAt>();
            if (lookAt != null && targetFood != null)
            {
                lookAt.Target = targetFood.transform;
            }
        });

        m_stateMachine.AddUpdate(State.Eat, delegate {
            Animal.Action = false;
            if (targetFood == null || !targetFood.IsAviable())
            {
                m_stateMachine.State = State.FindFood;
            }
            if (m_health.IsFull)
            {
                m_stateMachine.State = State.Walk;
            }
            else
            {
                m_health.EatFood(targetFood);
            }
        });

        m_stateMachine.AddExit(State.Eat, delegate {
            Animal.ActionEmotion(-1);
            targetFood = null;

            var lookAt = gameObject.GetComponent <MalbersAnimations.Utilities.LookAt>();
            if (lookAt != null)
            {
                lookAt.Target = null;
            }

            if (!m_health.IsHungry)
            {
                M_Event.FireLogicEvent(LogicEvents.AnimalAction, new AnimalActionArg(this, AnimalAction.Eat, transform));
            }
        });

        m_stateMachine.State = State.Walk;
    }