コード例 #1
0
        public override void process(KoboldSM fsm)
        {
            if (fsm.unit.HorizonSpeed == 0)
            {
                fsm.anim.SetSpeed(1);
                fsm.anim.ChangeAnim(KoboldAnim.Idle);
            }
            else
            {
                fsm.anim.SetSpeed(fsm.unit.HorizonSpeed / fsm.unit.stat.moveSpeed);
                fsm.anim.ChangeAnim(KoboldAnim.Run);
            }
            fsm.SetDirection(_targetPosition.x > fsm.transform.position.x);

            if (fsm.CheckAttackable())
            {
                fsm.ChangeState(fsm.fightState);
                return;
            }

            bool checkVeiw = fsm.CheckView();

            fsm.light.SetActive(checkVeiw);
            if (checkVeiw)
            {
                fsm.light.SetActive(true);
                _targetPosition = fsm.unit.Target.transform.position;
                _returning      = false;
                _returnTime     = 0;
            }

            fsm.unit.Move(_targetPosition.x > fsm.transform.position.x ? 1 : -1);

            if (fsm.unit.NotMovable)
            {
                _returnTime += Time.deltaTime;
            }

            if (Mathf.Abs(_targetPosition.x - fsm.transform.position.x) <= 0.1)
            {
                if (_returning)
                {
                    fsm.ChangeState(KoboldSM.idleState);
                }
                else
                {
                    fsm.unit.Idle();
                    _returnTime += Time.deltaTime;
                }
            }

            if (_returnTime > 5)
            {
                _returnTime = 0;
                Debug.Log("Kobold returning start");
                _targetPosition = _originalPosition;
                _returning      = true;
            }
        }
コード例 #2
0
        public override void process(KoboldSM fsm)
        {
            _attackDelay += Time.deltaTime;
            if (_attackDelay > 3)
            {
                fsm.anim.ChangeAnim(KoboldAnim.Attack);
                _attackDelay = 0;
            }
            if (fsm.IsAttacked)
            {
                fsm.unit.Attack();
            }

            fsm.SetDirection(fsm.unit.Target.transform.position.x > fsm.transform.position.x);

            if (!fsm.CheckAttackable())
            {
                fsm.ChangeState(fsm.chaseState);
            }
        }