コード例 #1
0
        public void Copy(AIUnit original)
        {
            this.currentState         = original.currentState;
            this.splitFactor          = original.splitFactor;
            this.mergeFactor          = original.mergeFactor;
            this.attackCooldownFactor = original.attackCooldownFactor;
            this.attackFactor         = original.attackFactor;
            this.unitManager          = original.unitManager;
            this.currentHealth        = original.currentHealth;
            this.maxHealth            = original.maxHealth;
            this.splitCounter         = original.splitCounter;
            this.minimapCameraRect    = original.minimapCameraRect;
            this.teamFaction          = original.teamFaction;

            this.SetTeamColor(original.teamColorValue);

            AILineOfSight myLOS       = this.GetComponentInChildren <AILineOfSight>();
            AILineOfSight originalLOS = original.GetComponentInChildren <AILineOfSight>();
            AIAttackRange myAR        = this.GetComponentInChildren <AIAttackRange>();
            AIAttackRange originalAR  = original.GetComponentInChildren <AIAttackRange>();

            myLOS.teamFaction = originalLOS.teamFaction;
            myAR.teamFaction  = originalAR.teamFaction;
        }
コード例 #2
0
        //Actual update tick
        public void Tick()
        {
            if (this.unitCount <= 0)
            {
                //Defeat. No more AI units on the map.
                Debug.Log("AI Player is defeated.");
                this.hasLostTheGame = true;
                this.startAIFlag    = false;
                return;
            }
            switch (this.currentFiniteState)
            {
            case FSMState.Wait:
                if (this.selectedUnits.Count > 0)
                {
                    this.selectedUnits.Clear();
                }

                if (this.unitCount == 1)
                {
                    //Usually at the start of the game, or when the AI player is on the brink of defeat.
                    Transform     child       = this.unitContainer.transform.GetChild(this.unitContainer.transform.childCount - 1);
                    AIUnit        unit        = child.GetComponent <AIUnit>();
                    AILineOfSight lineOfSight = child.GetComponentInChildren <AILineOfSight>();
                    AIAttackRange attackRange = child.GetComponentInChildren <AIAttackRange>();

                    //TODO: Refer to an attribute manager for AI units on what attributes are required.
                    unit.teamFaction        = this.teamFaction;
                    lineOfSight.teamFaction = this.teamFaction;
                    attackRange.teamFaction = this.teamFaction;

                    //Always select the unit before doing other AI state machines.
                    this.spawnList.Add(unit);
                    this.currentFiniteState = FSMState.Split;
                    break;
                }

                int scoutUnitCount = 0;
                int splitUnitCount = 0;
                int mergeUnitCount = 0;

                foreach (Transform child in this.unitContainer.transform)
                {
                    if (splitUnitCount > 0)
                    {
                        splitPercentage = splitRatio / splitUnitCount;
                    }
                    else
                    {
                        splitPercentage = splitRatio / 1f;
                    }

                    if (mergeUnitCount > 0)
                    {
                        mergePercentage = mergeRatio / mergeUnitCount;
                    }
                    else
                    {
                        mergePercentage = mergeRatio / 1f;
                    }

                    if (scoutUnitCount > 0)
                    {
                        scoutPercentage = scoutRatio / scoutUnitCount;
                    }
                    else
                    {
                        scoutPercentage = scoutRatio / 1f;
                    }

                    if (this.splitPercentage > this.mergePercentage && this.splitPercentage > this.scoutPercentage)
                    {
                        this.spawnList.Add(child.GetComponent <AIUnit>());
                        splitUnitCount++;
                    }
                    else if (this.splitPercentage > this.mergePercentage && this.splitPercentage < this.scoutPercentage)
                    {
                        this.selectedUnits.Add(child.GetComponent <AIUnit>());
                        scoutUnitCount++;
                    }
                    else if (this.splitPercentage < this.mergePercentage && this.splitPercentage > this.scoutPercentage)
                    {
                        this.mergeList.Add(child.GetComponent <AIUnit>());
                        mergeUnitCount++;
                    }
                    else if (this.splitPercentage < this.mergePercentage && this.splitPercentage < this.scoutPercentage)
                    {
                        if (this.mergePercentage > this.scoutPercentage)
                        {
                            this.mergeList.Add(child.GetComponent <AIUnit>());
                            mergeUnitCount++;
                        }
                        else
                        {
                            this.selectedUnits.Add(child.GetComponent <AIUnit>());
                            scoutUnitCount++;
                        }
                    }
                }
                this.currentFiniteState = FSMState.Merge;
                break;

            case FSMState.Split:
                if (this.spawnList.Count > 0)
                {
                    foreach (AIUnit unit in this.spawnList)
                    {
                        if (unit != null && unit.currentState != State.Split)
                        {
                            if (this.unitCount < this.maxUnitCount)
                            {
                                GameObject splitObject = SplitUnit(unit);
                                if (splitObject != null)
                                {
                                    this.splitGroupList.Add(new SplitGroup(unit.gameObject, splitObject));
                                }
                            }
                            else
                            {
                                break;
                            }
                        }
                    }
                    this.spawnList.Clear();
                }
                this.currentFiniteState = FSMState.Wait;
                break;

            case FSMState.Scout:
                Debug.Log("AI player is ready to scout.");
                if (this.selectedUnits.Count > 0)
                {
                    for (int i = 0; i < this.selectedUnits.Count; i++)
                    {
                        if (this.selectedUnits[i] != null)
                        {
                            this.selectedUnits[i].SetScoutFlag();
                        }
                        else
                        {
                            this.selectedUnits.RemoveAt(i);
                        }
                    }
                    this.selectedUnits.Clear();
                }
                if (this.spawnList.Count > 0)
                {
                    this.currentFiniteState = FSMState.Split;
                }
                else
                {
                    this.currentFiniteState = FSMState.Wait;
                }
                break;

            case FSMState.Merge:
                if (this.mergeList.Count > 0)
                {
                    if (this.mergeList.Count > 1)
                    {
                        AIUnit        owner      = null;
                        AIUnit        merge      = null;
                        List <AIUnit> removeList = new List <AIUnit>();
                        for (int i = 0; i < this.mergeList.Count - 1; i++)
                        {
                            if (this.mergeList[i] != null && !removeList.Contains(this.mergeList[i]))
                            {
                                owner = this.mergeList[i];
                                if (owner.CheckMergeFlag())
                                {
                                    for (int j = i + 1; j < this.mergeList.Count; j++)
                                    {
                                        merge = this.mergeList[j];
                                        if (merge != null && !removeList.Contains(merge) && !owner.Equals(merge) && owner.level == merge.level)
                                        {
                                            //TODO: Once unit attribute manager is implemented for the AI player, change the 2f to the actual scaling factor.
                                            if (merge.CheckMergeFlag())
                                            {
                                                owner.SetMergeFlag();
                                                merge.SetMergeFlag();
                                                this.mergeGroupList.Add(new MergeGroup(owner.gameObject, merge.gameObject, 1.5f));                                                          //ScaleFactor is done here.
                                                removeList.Add(owner);
                                                removeList.Add(merge);
                                                break;
                                            }
                                            else
                                            {
                                                continue;
                                            }
                                        }
                                    }
                                }
                            }
                        }
                        removeList.Clear();
                    }
                    this.mergeList.Clear();
                }
                this.currentFiniteState = FSMState.Scout;
                break;
            }

            foreach (Transform child in this.unitContainer.transform)
            {
                if (child != null)
                {
                    AIUnit unit = child.GetComponent <AIUnit>();
                    if (unit != null)
                    {
                        unit.Tick();
                    }
                }
            }
        }
コード例 #3
0
        public void Start()
        {
            bool initialStateFlag = false;

            if (this.unitManager != null)
            {
                AIAttributeManager aiAttributeManager = this.unitManager.aiAttributeManager;
                if (aiAttributeManager.tiers != null)
                {
                    TierUpgrade firstTier = aiAttributeManager.tiers[0];
                    this.maxHealth            = (int)(firstTier.health);
                    this.currentHealth        = this.maxHealth;
                    this.attackFactor         = firstTier.attack;
                    this.attackCooldownFactor = firstTier.attackCooldown;
                    this.speedFactor          = firstTier.speed;
                    this.splitFactor          = firstTier.split;
                    this.mergeFactor          = firstTier.merge;

                    initialStateFlag = true;
                }
            }

            this.currentState          = State.Idle;
            this.level                 = 1;
            this.previousLevel         = 1;
            this.isSplitting           = false;
            this.splitCounter          = 0f;
            this.mergeCounter          = 0f;
            this.attackCooldownCounter = 1f;
            this.recoveryCounter       = 1f;

            if (!initialStateFlag)
            {
                this.speedFactor = 1f;
                if (this.attackFactor == 0f)
                {
                    this.attackFactor = 1f;
                }
                if (this.splitFactor == 0f)
                {
                    this.splitFactor = 1f;
                }
                if (this.mergeFactor == 0f)
                {
                    this.mergeFactor = 1f;
                }
                if (this.attackCooldownFactor == 0f)
                {
                    this.attackCooldownFactor = 1f;
                }
                this.currentHealth = this.maxHealth;
            }
            if (this.lineOfSight == null)
            {
                this.lineOfSight = this.GetComponentInChildren <AILineOfSight>();
                if (this.lineOfSight == null)
                {
                    Debug.LogError("Cannot find Line of Sight component for the AI unit.");
                }
            }
            if (this.attackRange == null)
            {
                this.attackRange = this.GetComponentInChildren <AIAttackRange>();
                if (this.attackRange == null)
                {
                    Debug.LogError("Cannot find Attack Range component for the AI unit.");
                }
            }
            this.agent = this.GetComponent <NavMeshAgent>();
            if (this.agent != null)
            {
                this.agent.stoppingDistance = 1.5f;
                if (!initialStateFlag)
                {
                    this.agent.speed = this.speedFactor;
                }
            }

            GameObject minimapObject = GameObject.FindGameObjectWithTag("Minimap");

            if (minimapObject != null)
            {
                Camera camera = minimapObject.GetComponent <Camera>();
                this.minimapCameraRect = camera.rect;
            }
            else
            {
                minimapObject = GameObject.FindGameObjectWithTag("Menu");
                if (minimapObject != null)
                {
                    Image image = minimapObject.GetComponent <Image>();
                    this.minimapCameraRect = image.rectTransform.rect;
                }
            }
        }