예제 #1
0
        public override void Enter(StateMachine obj)
        {
            AgentState s = obj.controller.GetState();
            GameObject t = obj.FindClosestEnemy();

            obj.controller.SetMovementTarget(t.transform);

            Debug.Log("Enter " + this.GetType().Name + " : " + obj.agent.name + " --> " + obj.controller.GetState().Moving);
            //obj.agent.animation.CrossFade("walk");
        }
예제 #2
0
        public override void Execute(StateMachine obj)
        {
            AgentState s = obj.controller.GetState();

               // s.AttackTarget = GameObject.Find("AttTarget");

            GameObject t = obj.FindClosestEnemy();
            float d = Vector3.Distance(obj.agent.transform.position, t.transform.position);

            Debug.Log(obj.agent.name + ":: " + d+" to "+t.transform.position);
            if (d > 20)
            {

                obj.ChangeState(RoamState.GetInstance());
            }
        }
예제 #3
0
 public override void Execute(StateMachine obj)
 {
     GameObject t = obj.FindClosestEnemy();
     float d = Vector3.Distance(obj.agent.transform.position, t.transform.position);
     if (obj.controller.GetState().AttackTarget == null || obj.controller.GetState().CurrentAttackType == -1)
     {
         obj.controller.SetAttack(AgentAttack.MEDIUM_RANGE);
         obj.controller.SetAttackTarget(t);
     }
     if (d < obj.controller.GetState().attackTypes[obj.controller.GetState().CurrentAttackType].range/2.0f)
     {
         obj.controller.GetState().Moving = false;
     }
     else if (d>30)
     {
         obj.controller.SetAttackTarget(null);
         obj.controller.SetAttack(-1);
         obj.ChangeState(InitialState.GetInstance());
     }
 }
예제 #4
0
        public override void Execute(StateMachine obj)
        {
            AgentState s = obj.controller.GetState();

            if (s.CurrentPath != null && s.CurrentPath.IsDone())
            {
                obj.controller.GetState().Moving = true;
            }

               // s.AttackTarget = GameObject.Find("AttTarget");

            GameObject t = obj.FindClosestEnemy();
            obj.controller.SetMovementTarget(t.transform);

            float d = Vector3.Distance(obj.agent.transform.position, t.transform.position);

            Debug.Log(obj.agent.name + ":: " + d+" to "+t.transform.position);
            if (d <= 20 )
            {
                int layer = 1 << 9;
                if (!Physics.Raycast(obj.agent.transform.position, (t.transform.position-obj.agent.transform.position)/d,d,layer))
                    obj.ChangeState(ChaseState.GetInstance());
            }
        }