private Vector3 GenerateValidDashDirection() { float predictedDashDistance = AIUtil.GetRandomPredictedDashDistance(); Vector3 playerPosition = StateMachine_.Player.transform.position; Vector3 lastDashDirection = Vector3.zero; for (int i = 0; i < GameConstants.Instance.AIPositionRetries; i++) { Vector3 dashDirection = UnityEngine.Random.insideUnitCircle.normalized; Vector3 dashEndPosition = playerPosition + (dashDirection * predictedDashDistance); lastDashDirection = dashDirection; if (!AIUtil.IsXZPositionOnPlatform(dashEndPosition) || AIUtil.DoesWallExistBetweenXZPoints(playerPosition, dashEndPosition)) { continue; } return(dashDirection); } Debug.LogWarning("Using invalid dash direction!", context: StateMachine_.Player); return(lastDashDirection); }
private Vector3 GenerateRandomNearbyPosition() { Vector3 lastNearbyPosition = Vector3.zero; for (int i = 0; i < GameConstants.Instance.AIPositionRetries; i++) { Quaternion randomDirection = Quaternion.Euler(new Vector3(0.0f, UnityEngine.Random.Range(0.0f, 360.0f), 0.0f)); Vector3 nearbyPosition = stateMachine_.Player.transform.position + (randomDirection * Vector3.forward * UnityEngine.Random.Range(kNearDistanceMin, kNearDistanceMax)); lastNearbyPosition = nearbyPosition; if (!AIUtil.IsXZPositionOnPlatform(nearbyPosition)) { continue; } return(nearbyPosition); } Debug.LogWarning("Using invalid nearby position!", context: stateMachine_.Player); return(lastNearbyPosition); }