Exemplo n.º 1
0
    // Start is called before the first frame update
    void Start()
    {
        parameters.Clear();

        detect = new Parameter(Parameter.ParamTypes.BOOLEAN, "DetectPlayer");
        life   = new Parameter(Parameter.ParamTypes.INTEGER, "Life");
        parameters.Add(detect);
        parameters.Add(life);



        //States


        IDLE_STATE waitForPlayer = new IDLE_STATE();

        waitForPlayer.name = "WaitForPlayer";


        tranformToDemon      = new TRANSFORM_STATE();
        tranformToDemon.name = "BECOME DEMON";


        ATTACK_STATE attackPlayer = new ATTACK_STATE();

        attackPlayer.name = "AttackPlayer";


        FLEE_STATE fleeFromPlayer = new FLEE_STATE();

        fleeFromPlayer.name = "FLEE";


        returnBackToNormal      = new TRANSFORM_STATE();
        returnBackToNormal.name = "BECOME HUMAN";



        deathReturnNormalForm      = new TRANSFORM_STATE();
        deathReturnNormalForm.name = "REVERT FORM";

        IDLE_STATE deadDemon = new IDLE_STATE();

        deadDemon.name = "DEAD";

        //Transitions

        Transition waitToTransform_T = new Transition();

        waitToTransform_T.nextState = tranformToDemon;


        Transition transformToAttack_T = new Transition();

        transformToAttack_T.nextState = attackPlayer;

        //Return back transition

        Transition AttackToNormalForm_T = new Transition();

        AttackToNormalForm_T.nextState = returnBackToNormal;


        Transition AttackToFlee_T = new Transition();

        AttackToFlee_T.nextState = fleeFromPlayer;



        Transition normalFormToWait_T = new Transition();

        normalFormToWait_T.nextState = waitForPlayer;

        Transition attackToRevertForm_T = new Transition();

        attackToRevertForm_T.nextState = deathReturnNormalForm;

        Transition fleeToReverForm_T = new Transition();

        fleeToReverForm_T           = new Transition();
        fleeToReverForm_T.nextState = deathReturnNormalForm;

        Transition RevertFormToDeath_T = new Transition();

        RevertFormToDeath_T.nextState = deadDemon;



        //Condition

        Condition checkDetectPlayer_CON = new Condition(Condition.ConditionTypes.TRUE, detect);


        //PLUG CONDITIONS TO TRANSITIONS

        waitToTransform_T.conditions.Add(checkDetectPlayer_CON);

        waitForPlayer.transitions.Add(waitToTransform_T);


        tranformToDemon.transitions.Add(transformToAttack_T);

        //waitToAttack_T.conditions.Add(checkDetectPlayer_CON);

        //waitForPlayer.transitions.Add(waitToAttack_T);



        //-------------------

        Condition checkLostPlayer_CON = new Condition(Condition.ConditionTypes.FALSE, detect);

        AttackToNormalForm_T.conditions.Add(checkLostPlayer_CON);


        //normalFormToWait.conditions.Add(checkLostPlayer_CON);

        attackPlayer.transitions.Add(AttackToNormalForm_T);


        returnBackToNormal.transitions.Add(normalFormToWait_T);



        Condition checkLife_CON = new Condition(Condition.ConditionTypes.EQUAL, life);

        checkLife_CON.intValue = 0;


        attackToRevertForm_T.conditions.Add(checkLife_CON);

        attackPlayer.transitions.Add(attackToRevertForm_T);


        deathReturnNormalForm.transitions.Add(RevertFormToDeath_T);


        Condition LowLifeFlee_CON = new Condition(Condition.ConditionTypes.LESS, life);

        LowLifeFlee_CON.intValue = 2;


        AttackToFlee_T.conditions.Add(LowLifeFlee_CON);
        attackPlayer.transitions.Add(AttackToFlee_T);



        fleeToReverForm_T.conditions.Add(checkLife_CON);
        fleeFromPlayer.transitions.Add(fleeToReverForm_T);


        //Piece them together

        currentState = waitForPlayer;

        states.Add(waitForPlayer);
        states.Add(attackPlayer);
        states.Add(tranformToDemon);
        states.Add(returnBackToNormal);
        states.Add(fleeFromPlayer);
        states.Add(deathReturnNormalForm);
        states.Add(deadDemon);



        //parameters.Add()
    }
Exemplo n.º 2
0
    // Start is called before the first frame update
    void Start()
    {
        states.Clear();
        Debug.Log("DERPADERPA");
        manager = GameObject.FindGameObjectWithTag("GAMEMANAGER").GetComponent <GameManager>();

        //Define States
        IDLE_STATE sleep = new IDLE_STATE();

        sleep.name = "SLEEP";


        SETSLEEP_STATE awaken = new SETSLEEP_STATE();

        awaken.name  = "WAKEY WAKEY";
        awaken.value = false;

        WALKROUTE_STATE goWork = new WALKROUTE_STATE();

        goWork.name = "Goto Work";

        WALKROUTE_STATE goHome = new WALKROUTE_STATE();

        goHome.name = "GO HOME";

        SETSLEEP_STATE FallAsleep = new SETSLEEP_STATE();

        FallAsleep.name  = "SLEEPY";
        FallAsleep.value = true;

        TOGGLEOBJECT_STATE openShop = new TOGGLEOBJECT_STATE();

        openShop.name = "OPEN SHOP";

        TOGGLEOBJECT_STATE closeShop = new TOGGLEOBJECT_STATE();

        closeShop.name = "CLOSE SHOP";


        //SELECT THE SHOP OBJECT
        openShop.AddSelectedObjects(new int[] { 0 });
        closeShop.AddSelectedObjects(new int[] { 0 });



        //SELECT ROUTE HOME
        goWork.selectedRoute = 0;
        goHome.selectedRoute = 1;

        //Define Transitions
        Transition sleepToAwaken_T = new Transition();

        Transition AwakenToWork_T = new Transition();

        Transition workToOpenShop_T = new Transition();


        Transition openShopToCloseShop_T = new Transition();


        Transition closeShopToHome_T = new Transition();

        Transition HomeToFallAsleep_T = new Transition();

        Transition FallAsleepToSleep_T = new Transition();


        //Check if Hour>5 (START WORK AT 6AM)
        Condition checkWorkTime_CON = new Condition();

        checkWorkTime_CON.p        = parameters[HOUR_PARAM];
        checkWorkTime_CON.type     = Condition.ConditionTypes.GREATER;
        checkWorkTime_CON.intValue = 5;

        //Check if I already worked today
        Condition checkIfWorkedToday_CON = new Condition();

        checkIfWorkedToday_CON.p    = parameters[HASWORKED_PARAM];
        checkIfWorkedToday_CON.type = Condition.ConditionTypes.FALSE;

        //Check if Sunday
        Condition checkifNotSunday_CON = new Condition();

        checkifNotSunday_CON.p        = parameters[DAY_PARAM];
        checkifNotSunday_CON.type     = Condition.ConditionTypes.NOTEQUAL;
        checkifNotSunday_CON.intValue = 6;

        //Check if Hour>15 (END WORK AT 4PM)
        Condition checkEndWorkTime_CON = new Condition();

        checkEndWorkTime_CON.p        = parameters[HOUR_PARAM];
        checkEndWorkTime_CON.type     = Condition.ConditionTypes.GREATER;
        checkEndWorkTime_CON.intValue = 15;



        //Prepare Transition
        sleepToAwaken_T.conditions.Add(checkWorkTime_CON);
        sleepToAwaken_T.conditions.Add(checkIfWorkedToday_CON);
        sleepToAwaken_T.conditions.Add(checkifNotSunday_CON);


        sleepToAwaken_T.nextState = awaken;

        AwakenToWork_T.nextState = goWork;



        workToOpenShop_T.nextState = openShop;

        openShopToCloseShop_T.nextState = closeShop;

        openShopToCloseShop_T.conditions.Add(checkEndWorkTime_CON);



        //closeShopToHome_T.conditions.Add(checkEndWorkTime_CON);
        closeShopToHome_T.nextState = goHome;

        HomeToFallAsleep_T.nextState = FallAsleep;

        FallAsleepToSleep_T.nextState = sleep;
        //Add Transition to State

        sleep.transitions.Add(sleepToAwaken_T);


        awaken.transitions.Add(AwakenToWork_T);

        goWork.transitions.Add(workToOpenShop_T);

        openShop.transitions.Add(openShopToCloseShop_T);

        closeShop.transitions.Add(closeShopToHome_T);



        //goWork.transitions.Add(openShopToHome_T);

        goHome.transitions.Add(HomeToFallAsleep_T);

        FallAsleep.transitions.Add(FallAsleepToSleep_T);



        //BEGIN

        sleep.Initialize(this);
        goWork.Initialize(this);
        openShop.Initialize(this);
        closeShop.Initialize(this);
        goHome.Initialize(this);
        awaken.Initialize(this);
        FallAsleep.Initialize(this);


        currentState = sleep;

        currentState.OnStateEnter(this);


        states.Add(sleep);
        states.Add(goWork);
        states.Add(openShop);
        states.Add(closeShop);
        states.Add(goHome);
        states.Add(awaken);
        states.Add(FallAsleep);

        Debug.Log(states.Count);
    }
Exemplo n.º 3
0
    public override void Update()
    {
        if (Application.IsPlaying(gameObject))
        {
            parameters[HOUR_PARAM].intType = (int)manager.hour;
            parameters[DAY_PARAM].intType  = (int)manager.currentDate;
            if (manager.hour > 15)
            {
                parameters[HASWORKED_PARAM].boolType = true;
            }


            if ((int)manager.hour == 0)
            {
                Debug.Log("NEW DAY");
                parameters[HASWORKED_PARAM].boolType = false;
            }


            base.Update();
        }
        else
        {
            if (!loaded)
            {
                states.Clear();
                Debug.Log("DERPADERPA");
                manager = GameObject.FindGameObjectWithTag("GAMEMANAGER").GetComponent <GameManager>();

                //Define States
                IDLE_STATE sleep = new IDLE_STATE();
                sleep.name = "SLEEP";

                WALKROUTE_STATE goWork = new WALKROUTE_STATE();
                goWork.name = "Goto Work";

                WALKROUTE_STATE goHome = new WALKROUTE_STATE();
                goHome.name = "GO HOME";

                //SELECT ROUTE HOME
                goWork.selectedRoute = 0;
                goHome.selectedRoute = 1;

                //Define Transitions
                Transition sleepToWork_T = new Transition();

                Transition WorkToHome_T = new Transition();

                Transition HomeToSleep_T = new Transition();

                //Check if Hour>5 (START WORK AT 6AM)
                Condition checkWorkTime_CON = new Condition();
                checkWorkTime_CON.p        = parameters[HOUR_PARAM];
                checkWorkTime_CON.type     = Condition.ConditionTypes.GREATER;
                checkWorkTime_CON.intValue = 5;

                //Check if I already worked today
                Condition checkIfWorkedToday_CON = new Condition();
                checkIfWorkedToday_CON.p    = parameters[HASWORKED_PARAM];
                checkIfWorkedToday_CON.type = Condition.ConditionTypes.FALSE;

                //Check if Sunday
                Condition checkifNotSunday_CON = new Condition();
                checkifNotSunday_CON.p        = parameters[DAY_PARAM];
                checkifNotSunday_CON.type     = Condition.ConditionTypes.NOTEQUAL;
                checkifNotSunday_CON.intValue = 6;

                //Check if Hour>15 (END WORK AT 4PM)
                Condition checkEndWorkTime_CON = new Condition();
                checkEndWorkTime_CON.p        = parameters[HOUR_PARAM];
                checkEndWorkTime_CON.type     = Condition.ConditionTypes.GREATER;
                checkEndWorkTime_CON.intValue = 15;



                //Prepare Transition
                sleepToWork_T.conditions.Add(checkWorkTime_CON);
                sleepToWork_T.conditions.Add(checkIfWorkedToday_CON);
                sleepToWork_T.conditions.Add(checkifNotSunday_CON);


                sleepToWork_T.nextState = goWork;


                WorkToHome_T.conditions.Add(checkEndWorkTime_CON);
                WorkToHome_T.nextState = goHome;

                HomeToSleep_T.nextState = sleep;

                //Add Transition to State

                sleep.transitions.Add(sleepToWork_T);

                goWork.transitions.Add(WorkToHome_T);

                goHome.transitions.Add(HomeToSleep_T);

                //BEGIN

                sleep.Initialize(this);
                goWork.Initialize(this);
                goHome.Initialize(this);

                currentState = sleep;

                currentState.OnStateEnter(this);


                states.Add(sleep);
                states.Add(goWork);
                states.Add(goHome);


                Debug.Log(states.Count);
                loaded = true;
            }
        }
    }
Exemplo n.º 4
0
    // Start is called before the first frame update
    public override void Start()
    {
        ai = GetComponentInParent <AiCore>();
        ai.OnStunned.AddListener(InterruptEvent);
        ai.OnExitStun.AddListener(EndInterruptEvent);

        manager = GameObject.FindGameObjectWithTag("GAMEMANAGER").GetComponent <GameManager>();

        Parameter workParam = new Parameter(Parameter.ParamTypes.BOOLEAN, "GOWORK");

        InterruptParam = new Parameter(Parameter.ParamTypes.TRIGGER, "STUN");
        JudgeParam     = new Parameter(Parameter.ParamTypes.TRIGGER, "JUDGE");

        HourParam = new Parameter(Parameter.ParamTypes.INTEGER, "TIME");

        EnergyParam           = new Parameter(Parameter.ParamTypes.FLOAT, "ENERGY");
        EnergyParam.floatType = ai.Energy;

        lowEnergyParam = new Parameter(Parameter.ParamTypes.TRIGGER, "LOWENERGY");

        parameters.Add(workParam);
        parameters.Add(InterruptParam);
        parameters.Add(JudgeParam);
        parameters.Add(HourParam);
        parameters.Add(EnergyParam);
        parameters.Add(lowEnergyParam);

        REST_STATE sleep = new REST_STATE();

        sleep.name       = "SLEEP";
        sleep.multiplier = 6;

        WORK_STATE work = new WORK_STATE();

        work.name        = "WORK";
        work.workStation = workStation;
        work.directory   = areaDirectory;
        work.workArea    = AreaDirectory.COFEESHOP_AREA;
        work.ShopMenu    = ShopMenu;

        WORK_STATE home = new WORK_STATE();

        home.name        = "HOME";
        home.workStation = homeStation;
        home.directory   = areaDirectory;
        home.workArea    = AreaDirectory.HOME_ROOM1_AREA;

        IDLE_STATE Interrupted = new IDLE_STATE();

        Interrupted.name = "INTERRUPTED";


        IDLE_STATE Judge = new IDLE_STATE();

        Judge.name = "JUDGE";


        REST_STATE Rest = new REST_STATE();

        Rest.name        = "REST";
        Rest.searchBench = true;

        sleep.CreateTransition(work, new Condition(Condition.ConditionTypes.GREATER, HourParam, 6), new Condition(Condition.ConditionTypes.LESS, HourParam, 16));


        work.CreateTransition(home, new Condition(Condition.ConditionTypes.GREATER, HourParam, 15));

        home.CreateTransition(sleep, new Condition(Condition.ConditionTypes.LESS, HourParam, 1));

        Rest.CreateTransition(Judge, new Condition(Condition.ConditionTypes.GREATER, EnergyParam, 50f));

        //sleep.CreateTransition(work, new Condition(Condition.ConditionTypes.TRUE, workParam, true));

        Interrupted.CreateTransition(Judge, new Condition(Condition.ConditionTypes.TRUE, JudgeParam, true));

        Judge.CreateTransition(work, new Condition(Condition.ConditionTypes.GREATER, HourParam, 6), new Condition(Condition.ConditionTypes.LESS, HourParam, 17));
        Judge.CreateTransition(home, new Condition(Condition.ConditionTypes.GREATER, HourParam, 15));

        CreateImpulseTransition(Interrupted, new Condition(Condition.ConditionTypes.TRUE, InterruptParam, true));
        CreateImpulseTransition(Rest, new Condition(Condition.ConditionTypes.TRUE, lowEnergyParam, true));

        sleep.Initialize(this);
        work.Initialize(this);
        home.Initialize(this);
        Interrupted.Initialize(this);
        Judge.Initialize(this);
        Rest.Initialize(this);

        AddToStateList(sleep, work, home, Interrupted, Judge, Rest);

        currentState = sleep;

        base.Start();
    }