public void Configure(EnnemyStrategy strategy, Color color, string name) { body.GetComponent <SpriteRenderer>().color = color; sight.GetComponent <SpriteRenderer>().color = color; gameObject.transform.root.name = name; isEarlySearching = false; switch (strategy) { case EnnemyStrategy.Careful: typeSign.GetComponent <SpriteRenderer>().sprite = carefulSprite; this.strategy = new Careful(mover, handController, ennemySensor, pickableSensor, health); break; case EnnemyStrategy.Cowboy: typeSign.GetComponent <SpriteRenderer>().sprite = cowboySprite; this.strategy = new Cowboy(mover, handController, ennemySensor, pickableSensor); break; case EnnemyStrategy.Camper: typeSign.GetComponent <SpriteRenderer>().sprite = camperSprite; this.strategy = new Camper(mover, handController, ennemySensor, pickableSensor, health); break; case EnnemyStrategy.Zombie: typeSign.GetComponent <SpriteRenderer>().sprite = zombieSprite; this.strategy = new ZombieStrategy(mover, ennemySensor); break; default: typeSign.GetComponent <SpriteRenderer>().sprite = normalSprite; this.strategy = new Normal(mover, handController, ennemySensor); break; } }
public void Configure(EnemyStrategy newStrategy, Color color) { body.GetComponent <SpriteRenderer>().color = color; sight.GetComponent <SpriteRenderer>().color = color; pickableMemory = new EnemyPickableMemory(); enemyMemory = new EnemyEnemyMemory(); switch (newStrategy) { case EnemyStrategy.Careful: typeSign.GetComponent <SpriteRenderer>().sprite = carefulSprite; strategy = new CarefulStrategy(mover, handController, health, enemyMemory, pickableMemory); break; case EnemyStrategy.Cowboy: typeSign.GetComponent <SpriteRenderer>().sprite = cowboySprite; strategy = new CowboyStrategy(mover, handController, enemyMemory, pickableMemory); break; case EnemyStrategy.Camper: typeSign.GetComponent <SpriteRenderer>().sprite = camperSprite; strategy = new CamperStrategy(mover, handController, health, enemyMemory, pickableMemory); break; default: typeSign.GetComponent <SpriteRenderer>().sprite = normalSprite; strategy = new NormalStrategy(mover, handController, enemyMemory, pickableMemory); health.Heal(200); break; } }
private void ConfigureStrategy() { switch (strategyType) { case EnnemyStrategy.Careful: this.strategy = new CarefulStrategy(mover, handController); typeSign.GetComponent <SpriteRenderer>().sprite = carefulSprite; break; case EnnemyStrategy.Cowboy: this.strategy = new CowboyStrategy(mover, handController, false); typeSign.GetComponent <SpriteRenderer>().sprite = cowboySprite; break; case EnnemyStrategy.Camper: this.strategy = new CamperStrategy(mover, handController); typeSign.GetComponent <SpriteRenderer>().sprite = camperSprite; break; default: this.strategy = new NormalStrategy(mover, handController); typeSign.GetComponent <SpriteRenderer>().sprite = normalSprite; break; } }
public BaseStrategy(Mover mover, HandController handController) { this.mover = mover; this.handController = handController; IsChasing = false; IsSearching = true; ennemyStrategy = mover.transform.GetComponent <IEnnemyStrategy>(); }
public void Configure(EnnemyStrategy strategy, Color color) { body.GetComponent <SpriteRenderer>().color = color; sight.GetComponent <SpriteRenderer>().color = color; switch (strategy) { case EnnemyStrategy.Careful: typeSign.GetComponent <SpriteRenderer>().sprite = carefulSprite; this.strategy = new CarefulStrategy( mover, handController, frontWorldSensor, backWorldSensor, ennemySensor, pickableSensor, health); break; case EnnemyStrategy.Cowboy: typeSign.GetComponent <SpriteRenderer>().sprite = cowboySprite; this.strategy = new CowboyStrategy( mover, handController, frontWorldSensor, backWorldSensor, ennemySensor, pickableSensor); break; case EnnemyStrategy.Camper: typeSign.GetComponent <SpriteRenderer>().sprite = camperSprite; this.strategy = new CamperStrategy( mover, handController, frontWorldSensor, backWorldSensor, ennemySensor, pickableSensor, health); break; default: typeSign.GetComponent <SpriteRenderer>().sprite = normalSprite; this.strategy = new NormalStrategy( mover, handController, frontWorldSensor, backWorldSensor, ennemySensor, pickableSensor); break; } }
private void InitializeComponent() { health = GetComponent <Health>(); mover = GetComponent <RootMover>(); destroyer = GetComponent <RootDestroyer>(); var rootTransform = transform.root; enemySightSensor = rootTransform.GetComponentInChildren <EnemySightSensor>(); pickableSightSensor = rootTransform.GetComponentInChildren <PickableSightSensor>(); hitSensor = rootTransform.GetComponentInChildren <HitSensor>(); handController = hand.GetComponent <HandController>(); pickableMemory = new EnemyPickableMemory(); enemyMemory = new EnemyEnemyMemory(); strategy = new NormalStrategy(mover, handController, enemyMemory, pickableMemory); }
public void Configure(EnnemyStrategy strategy, Color color) { body.GetComponent <SpriteRenderer>().color = color; sight.GetComponent <SpriteRenderer>().color = color; switch (strategy) { case EnnemyStrategy.Careful: typeSign.GetComponent <SpriteRenderer>().sprite = carefulSprite; // Think of better way for that, possibly this.strategy = new CarefulStrategy(mover, handController, ennemySensor, medkitSensor, medkitSensorCollision, weaponSensor, weaponSensorCollision ); break; case EnnemyStrategy.Cowboy: typeSign.GetComponent <SpriteRenderer>().sprite = cowboySprite; // Think of better way for that, possibly this.strategy = new CowboyStrategy(mover, handController, ennemySensor, weaponSensor, weaponSensorCollision); break; case EnnemyStrategy.Camper: typeSign.GetComponent <SpriteRenderer>().sprite = camperSprite; this.strategy = new CamperStrategy(mover, handController, ennemySensor, medkitSensor, weaponSensor, medkitSensorCollision, weaponSensorCollision); break; default: this.strategy = new NormalStrategy(mover, handController, ennemySensor); typeSign.GetComponent <SpriteRenderer>().sprite = normalSprite; break; } }
protected void AssignNewStrategy(IEnnemyStrategy strategy) { ennemyStrategy = strategy; }