コード例 #1
0
        void ATTile_OnOccupantRemoved(TileMovement occ, ATTile destination)
        {
            if (IsDifficultTerrain)
            {
                stumblingOcc.Remove(occ);
                occ.ActorComponent.CharSheet.OnAboutToAttack     -= CursedWillPerform;
                occ.ActorComponent.CharSheet.OnAboutToBeAttacked -= CursedWillBeAttacked;
//				Debug.LogError ("bla bla");
            }

            //have actors that can see this tile unsee the actor that was removed if they can't see the destination tile and can see enemy.
            foreach (Actor act in actorsThatSeeThisTile)
            {
                Vision eyes = act.GetComponent <Vision> ();
                if (eyes.CanSee(occ.ActorComponent) && act != occ.ActorComponent)
                {
                    if (destination == null)                       //the actor probably died.
                    {
                        Debug.Log("actor: " + eyes.Actor.GetType());
                        eyes.UndiscoverEnemyActor(occ.ActorComponent);
                    }
                    else if (act.EnemiesWith(occ.ActorComponent))
                    {
                        if (!destination.actorsThatSeeThisTile.Contains(act))
                        {
                            eyes.UndiscoverEnemyActor(occ.ActorComponent);
                        }
                    }
                }
            }
        }
コード例 #2
0
ファイル: FSM.cs プロジェクト: BrantWag/SneakyMcSneakFace
    void Patrol()
    {
        // Do Patrol
        tf.transform.Rotate(0, 0, -Time.deltaTime * rotationSpeed);

        if (sense.CanSee(GameManager.instance.player))
        {
            currentState = States.Chase;
        }
    }
コード例 #3
0
        void ATTile_OnOccupantAdded(TileMovement occ, ATTile previous)
        {
            if (IsDifficultTerrain)
            {
                stumblingOcc.Add(occ);
                occ.ActorComponent.CharSheet.OnAboutToAttack     += CursedWillPerform;
                occ.ActorComponent.CharSheet.OnAboutToBeAttacked += CursedWillBeAttacked;
            }

            //have actors that can see this tile discover the actor that was added if they don't already see it.
            foreach (Actor act in actorsThatSeeThisTile)
            {
                if (occ.ActorComponent == act)
                {
                    continue;
                }
                Vision eyes = act.GetComponent <Vision> ();
                if (act.EnemiesWith(occ.ActorComponent) && !eyes.CanSee(occ.ActorComponent))
                {
                    eyes.DiscoverEnemyActor(occ.ActorComponent);
                }
            }
        }