Exemplo n.º 1
0
    // Update is called once per frame
    void Update()
    {
        if (_beingKilled)
        {
            return;
        }

        //If we are dead
        if (_aiHealth.IsDead)
        {
            //Change to death state, activates ragdoll and drops weapons
            stateMachine.ChangeState(AiStateId.Death);

            _player.GetComponent <PlayerController>().AgentInRange = null;
            //Destroy the assassination target component and this ai agent component
            Destroy(GetComponentInChildren <AssassinationTarget>());
            Destroy(this);
        }

        stateMachine.Update();
        _currentState = stateMachine._currentState;

        if (_player.GetComponent <PlayerHealth>().IsDead)
        {
            //Dances, and then stops the AIn from firing and clears the target
            GetComponent <Animator>().SetBool("PlayerDead", true);
            GetComponent <NavMeshAgent>().SetDestination(transform.position);

            _aiWeapon?.SetFiring(false);
            _aiWeapon?.SetTarget(null);
        }
    }
Exemplo n.º 2
0
    void SetBehaviour()
    {
        AdjustSpeed();

        if (isEngaging && combatState != null)
        {
            stateMachine.ChangeState(combatState);
        }
        else
        {
            stateMachine.ChangeState(idleState);
        }
    }
 void Awake()
 {
     Behaviour = new AIStateMachine(this);
     m_state = new AIStateZombie(this);
     Behaviour.AddState(m_state);
     Behaviour.ChangeState(m_state);
 }
Exemplo n.º 4
0
 public void ChangeAIState(EAIState pAIState)
 {
     if (AIState != pAIState)
     {
         AIState = pAIState;
         AIStateMachine.ChangeState(pAIState);
     }
 }
        protected override void Start()
        {
            base.Start();

            _stateMachine.Repeat        = _repeat;
            _stateMachine.AlwaysSucceed = _alwaysSucceed;

            if (_stateMachine.Current == null)
            {
                var state = _defaultState as IAIState;
                if (state == null || !_stateMachine.Contains(state))
                {
                    state         = _stateMachine.FirstOrDefault();
                    _defaultState = state as Component;
                }
                _stateMachine.ChangeState(state);
            }
        }
Exemplo n.º 6
0
    new private void Start()
    {
        stateMachine = new AIStateMachine <AI>(this);
        stateMachine.ChangeState(idleState.Instance);
        rigid        = gameObject.GetComponent <Rigidbody2D>();
        whatIsGround = LayerMask.GetMask("Default");


        spawn.transform.position = transform.position;
    }
 // Use this for initialization
 void Start()
 {
     CorePieces   = GameObject.FindGameObjectsWithTag("Core");
     OutsideWalls = GameObject.FindGameObjectsWithTag("Wall");
     EnemyAgent   = GetComponent <NavMeshAgent>();
     stateMachine = new AIStateMachine <EnemyActionsManagerScript>(this);
     stateMachine.ChangeState(ChasePlayer.Instance);
     //SpawnPosition = transform.position;
     CurrentHealth     = MaximumHealth;
     IsAlive           = true;
     AllCorePiecesGone = false;
 }
    protected override void Begin()
    {
        Behaviour = new AIStateMachine(this);
        AIStateCompanion state = new AIStateCompanion(this);

        state.target = followTarget;
        state.minRange = minFollowRange;
        state.maxRange = maxFollowRange;
        state.chaseRange = chaseRange;
        state.attackRange = attackRange;

        Behaviour.AddState(state);
        Behaviour.ChangeState(state);
    }
Exemplo n.º 9
0
    // Start is called before the first frame update
    void Start()
    {
        //Find the player
        if (!_player)
        {
            _player = GameObject.FindGameObjectWithTag("Player").transform;
        }

        stateMachine = new AIStateMachine(this);
        stateMachine.RegisterState(new AIDeathState(this));
        stateMachine.RegisterState(new AIIdleState(this));
        stateMachine.RegisterState(new AICombatState(this));
        stateMachine.RegisterState(new AISearchForPlayerState(this));
        stateMachine.RegisterState(new AICheckPlayerState(this));
        stateMachine.RegisterState(new AIMeleeState(this));

        //Registers the patrol state if we have a patrol route
        if (_route)
        {
            stateMachine.RegisterState(new PatrolState(this, _route, _movementSpeedInPatrol, _waitAtEachPointDuration));
        }

        //If we have a starting weapon then instantiate and equip it
        if (_startingWeapon)
        {
            RaycastWeapon weapon = Instantiate(_startingWeapon.Weapon);

            _aiWeapon = GetComponent <AIWeapons>();
            _aiWeapon.EquipWeapon(weapon);
        }
        else
        {
            Debug.LogError(transform.name + " has no starting weapon");
        }

        stateMachine.ChangeState(_initialState);
        if (_initialState == AiStateId.CombatState)
        {
            Aggrevate();
        }
    }
Exemplo n.º 10
0
    // Start is called before the first frame update
    void Start()
    {
        //Find the player
        if (!_player)
        {
            _player = GameObject.FindGameObjectWithTag("Player").transform;
        }

        stateMachine = new AIStateMachine(this);
        stateMachine.RegisterState(new AIDeathState(this));
        stateMachine.RegisterState(new BrickAIIdleState(this));
        stateMachine.RegisterState(new AIMeleeState(this));

        if (_startingWeapon)
        {
            RaycastWeapon weapon = Instantiate(_startingWeapon.Weapon);

            _aiWeapon = GetComponent <AIWeapons>();
            _aiWeapon.EquipWeapon(weapon);
        }

        stateMachine.ChangeState(_initialState);
    }
Exemplo n.º 11
0
    void Start()
    {
        //AI DEATH STATE
        ragdoll   = GetComponent <Ragdoll>();
        mesh      = GetComponentInChildren <SkinnedMeshRenderer>();
        healthBar = GetComponentInChildren <UIHealthBar>();

        playerTransform = GameObject.FindGameObjectWithTag("Player").transform;

        navMeshAgent = GetComponent <NavMeshAgent>();
        weapons      = GetComponent <AIWeapons>();

        stateMachine = new AIStateMachine(this);
        stateMachine.RegisterState(new AIChasePlayerState());
        stateMachine.RegisterState(new AIDeathState());
        stateMachine.RegisterState(new AIIdleState());
        stateMachine.RegisterState(new AIFindWeaponState());
        stateMachine.RegisterState(new AIAttackPlayerState());

        stateMachine.ChangeState(initialState);

        rb = GetComponent <Rigidbody>();
    }
Exemplo n.º 12
0
    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        AIStateMachine stateMachine = animator.GetComponent <AIStateMachine>();

        stateMachine.ChangeState(AIStateType.Idle);
    }