public override void Init(AIStatemachineManager m) { base.Init(m); AITransition stand_cover = new AITransition(); stand_cover.condition = AIConditions.Healthy; stand_cover.inverse = true; stand_cover.currentState = 0; stand_cover.jumpIndex = 1; AITransition stand_approach = new AITransition(); stand_approach.condition = AIConditions.LostPlayer; stand_approach.inverse = false; stand_approach.currentState = 0; stand_approach.jumpIndex = 2; transitions = new AITransition[2]; transitions[0] = stand_cover; transitions[1] = stand_approach; }
public override void Init(AIStatemachineManager m) { base.Init(m); AITransition goto_stand = new AITransition(); goto_stand.condition = AIConditions.CanSeePlayer; goto_stand.inverse = false; goto_stand.currentState = 0; goto_stand.jumpIndex = 2; AITransition stand_goto = new AITransition(); stand_goto.condition = AIConditions.InDanger; stand_goto.inverse = false; stand_goto.currentState = 0; stand_goto.jumpIndex = 1; transitions = new AITransition[2]; transitions[0] = goto_stand; transitions[1] = stand_goto; }
public override void Init(AIStatemachineManager m) { Debug.Log("PATROL"); base.Init(m); transitions = new AITransition[5]; transitions[0] = new AITransition(); transitions[0].condition = AIConditions.CanSeePlayer; transitions[0].inverse = false; transitions[0].currentState = 0; transitions[0].jumpIndex = 5; transitions[1] = new AITransition(); transitions[1].condition = AIConditions.CanSeePlayer; transitions[1].inverse = false; transitions[1].currentState = 1; transitions[1].jumpIndex = 5; transitions[2] = new AITransition(); transitions[2].condition = AIConditions.CanSeePlayer; transitions[2].inverse = false; transitions[2].currentState = 2; transitions[2].jumpIndex = 5; transitions[3] = new AITransition(); transitions[3].condition = AIConditions.CanSeePlayer; transitions[3].inverse = false; transitions[3].currentState = 3; transitions[3].jumpIndex = 5; transitions[4] = new AITransition(); transitions[4].condition = AIConditions.LostPlayer; transitions[4].inverse = false; transitions[4].currentState = 4; transitions[4].jumpIndex = 1; }
public override void Init(AIStatemachineManager m) { base.Init(m); transitions = new AITransition[9]; //Flank to shoot transitions[0] = new AITransition(); transitions[0].condition = AIConditions.CanSeePlayer; transitions[0].inverse = false; transitions[0].currentState = 1; transitions[0].jumpIndex = 3; transitions[1] = new AITransition(); transitions[1].condition = AIConditions.CanSeePlayer; transitions[1].inverse = false; transitions[1].currentState = 2; transitions[1].jumpIndex = 3; transitions[2] = new AITransition(); transitions[2].condition = AIConditions.GoodShoot; transitions[2].inverse = false; transitions[2].currentState = 3; transitions[2].jumpIndex = 4; //Attack transitions[3] = new AITransition(); transitions[3].condition = AIConditions.IsRedundant; transitions[3].inverse = false; transitions[3].currentState = 4; transitions[3].jumpIndex = 5; transitions[8] = new AITransition(); transitions[8].condition = AIConditions.CanSeePlayer; transitions[8].inverse = true; transitions[8].currentState = 4; transitions[8].jumpIndex = 5; transitions[4] = new AITransition(); transitions[4].condition = AIConditions.LostPlayer; transitions[4].inverse = true; transitions[4].currentState = 5; transitions[4].jumpIndex = 0; transitions[5] = new AITransition(); transitions[5].condition = AIConditions.LostPlayer; transitions[5].inverse = false; transitions[5].currentState = 6; transitions[5].jumpIndex = 0; //Interrupt flank on close transitions[6] = new AITransition(); transitions[6].condition = AIConditions.IsCloseToPlayer; transitions[6].inverse = false; transitions[6].currentState = 1; transitions[6].jumpIndex = 3; transitions[7] = new AITransition(); transitions[7].condition = AIConditions.IsCloseToPlayer; transitions[7].inverse = false; transitions[7].currentState = 2; transitions[7].jumpIndex = 3; }
public virtual void Init(AIStatemachineManager m) { manager = m; blackboardReference = manager.Blackboard; ConfigureStates(); }