コード例 #1
0
    // Public Functions
    // Think(): The think process of the Squad Captain. Call this method to return the desire state that the SquadCaptain should be in
    public void Think()
    {
        // if: Restricts the brain from think too much
        if (fCurrentThinkCooldown >= fThinkCooldown)
        {
            fCurrentThinkCooldown = 0f;
        }
        else
        {
            fCurrentThinkCooldown += Time.deltaTime;
            return;
        }

        // Squad Child Cells Count Check
        // if: The number of alive squad child is less than fMininumChildCount <--------------------------------------------- DEPERATE TIMES
        if (PlayerSquadFSM.Instance.AliveChildCount() < nMinimumChildProducing)
        {
            SquadChildFSM.AdvanceSquadPercentage(SCState.Produce, 1f);
            m_PlayerSquadFSM.Advance(PSState.Produce);
        }
        // else if: There is more than enough child cells producing, moves to idle <----------------------------------------- RECOVERY
        else if (SquadChildFSM.StateCount(SCState.Produce) > nMaximumChildProducing)
        {
            SquadChildFSM.AdvanceSquadPercentage(SCState.Produce, SCState.Idle, 0.75f);
        }

        // if: There is child idling, assign them to defence <-------------------------------------------------------------- ASSIGN JOB
        if (SquadChildFSM.StateCount(SCState.Idle) > 0)
        {
            // if: Aggressive is triggered
            if (UnityEngine.Random.value > fAggressiveToDefensive)
            {
                SquadChildFSM.AdvanceSquadPercentage(SCState.Idle, SCState.Attack, 1f);
            }
            else if (SquadChildFSM.StateCount(SCState.Defend) < nMaximumChildDefence)
            {
                // nPredictedCount: The predicted number of defence cells it would have
                int nPredictedCount = (int)((float)SquadChildFSM.StateCount(SCState.Idle) * (1f - fAggressiveToDefensive)) + SquadChildFSM.StateCount(SCState.Defend);

                // if: The current predicted count is more that its requirement AND there is room to spawn more defence
                if (nPredictedCount > nMinimumIdleToDefence && SquadChildFSM.StateCount(SCState.Defend) < nMaximumChildDefence)
                {
                    SquadChildFSM.AdvanceSquadPercentage(SCState.Idle, SCState.Defend, 1f - fAggressiveToDefensive);
                }
            }
        }

        // if: There is no child cells producing but it is still important to do it <-------------------------------------- ASSIGN JOB
        if (SquadChildFSM.StateCount(SCState.Produce) == 0 && SquadChildFSM.AliveCount() < nOptionalToProduceAt)
        {
            SquadChildFSM.AdvanceSquadPercentage(SCState.Produce, 0.2f);
        }

        // if: There is extra child in Idle and the player have relatively low amount of resource
        if (SquadChildFSM.StateCount(SCState.Idle) >= nAmountIdleBeforeConsider && player_control.Instance.s_nResources <= nNeedNutrients)
        {
            SquadChildFSM.AdvanceSquadPercentage(SCState.Idle, SCState.FindResource, 0.75f);
        }
    }
コード例 #2
0
    // DefenceSheild(): Handles the movement when the cells in defence state
    public bool DefenceSheild()
    {
        if (m_currentEnumState != SCState.Defend)
        {
            Debug.LogWarning(gameObject.name + ".SquadChildFSM.DefenceSheild(): Current state is not SCState.Defend! Ignore Defence!");
            return(false);
        }

        // if: There is lesser defence child than it have
        if (SquadChildFSM.StateCount(SCState.Defend) < nDefenceMinimumCount)
        {
            SquadChildFSM.AdvanceSquadPercentage(SCState.Defend, SCState.Idle, 1f);
        }

        Vector3 toTargetPosition = Quaternion.Euler(0f, 0f, -fDefenceOffsetAngle) * mainDefenceVector + playerPosition - transform.position;

        if (toTargetPosition.magnitude > fDefenceRigidity)
        {
            m_RigidBody.AddForce(toTargetPosition * Time.deltaTime * fDefenceSpeed);
        }
        m_RigidBody.velocity = Vector3.ClampMagnitude(m_RigidBody.velocity, Mathf.Max(fDefenceRigidity, toTargetPosition.magnitude));

        return(true);
    }