Exemplo n.º 1
0
    /// <summary>
    /// 状态机初始化
    /// </summary>
    private void ConstructFSM()
    {
        //针对每一个行为进行初始化, 针对于每个行为进行状态到行为转变的添加
        //巡逻
        Patrol patrol = new Patrol(this);

        patrol.AddTransition(Transition.SawPlayer, FSMActionID.Chasing);
        patrol.AddTransition(Transition.NoHealth, FSMActionID.Dead);
        //追逐
        Chase chase = new Chase(this);

        chase.AddTransition(Transition.ReachPalyer, FSMActionID.Attacking);
        chase.AddTransition(Transition.LostPlayer, FSMActionID.Patroling);
        chase.AddTransition(Transition.NoHealth, FSMActionID.Dead);
        //攻击
        Attack attack = new Attack(this);

        attack.AddTransition(Transition.SawPlayer, FSMActionID.Chasing);
        attack.AddTransition(Transition.LostPlayer, FSMActionID.Patroling);
        attack.AddTransition(Transition.NoHealth, FSMActionID.Dead);
        //死亡
        Dead dead = new Dead(this);

        dead.AddTransition(Transition.NoHealth, FSMActionID.Dead);
        //把状态列表进行初始化
        AddFSMState(patrol);
        AddFSMState(chase);
        AddFSMState(attack);
        AddFSMState(dead);
    }
Exemplo n.º 2
0
    /// <summary>
    /// 初始化
    /// </summary>
    void Init()
    {
        fsm       = new FSMSystem();
        agent     = GetComponent <NavMeshAgent>();
        anim      = GetComponent <Animator>();
        player    = GameObject.FindWithTag("Player").transform;
        wayPoints = GameObject.FindGameObjectsWithTag("PatrolPoint");

        patrol = new Patrol(fsm, transform, player, agent, anim, wayPoints);
        chase  = new Chase(fsm, transform, player, agent, anim);
        attack = new Attack(fsm, transform, player, agent, anim);
        dead   = new Dead(fsm, transform, player, agent, anim);
        hit    = new Hit(fsm, transform, player, agent, anim);

        #region 改变状态
        //看家玩家之后改变自己的状态为追击  看见玩家 -> 追击玩家
        patrol.AddTransition(Transition.SawPlayer, FSMState.Chase);
        //巡逻过程中,可能会被玩家攻击
        patrol.AddTransition(Transition.GetHit, FSMState.Hit);
        //巡逻中玩家进入它的范围 -> 开始攻击
        patrol.AddTransition(Transition.ReachPlayer, FSMState.Attack);

        //追击的过程中,玩家移速过快,距离范围过大  丢失玩家 -> 开始巡逻
        chase.AddTransition(Transition.LostPlayer, FSMState.Patrol);
        //追击过程中,追到了玩家 -> 开始攻击
        chase.AddTransition(Transition.ReachPlayer, FSMState.Attack);
        //收到攻击
        chase.AddTransition(Transition.GetHit, FSMState.Hit);

        //攻击过程中 玩家移动,只要还在距离范围内,就会触发追击,直至玩家超出指定距离
        attack.AddTransition(Transition.SawPlayer, FSMState.Chase);
        //攻击过程中,玩家突然死亡,或者距离超出  就去巡逻
        attack.AddTransition(Transition.LostPlayer, FSMState.Patrol);
        //收到攻击
        attack.AddTransition(Transition.GetHit, FSMState.Hit);

        //被击打的时候,也会存在丢失玩家的情况
        hit.AddTransition(Transition.LostPlayer, FSMState.Patrol);
        #endregion

        fsm.AddState(patrol);
        fsm.AddState(chase);
        fsm.AddState(attack);
        fsm.AddState(dead);
        fsm.AddState(hit);
    }
Exemplo n.º 3
0
    /// <summary>
    /// 状态机初始化
    /// </summary>
    private void ConstructFSM()
    {
        //进行路点初始化
        pointList = GameObject.FindGameObjectsWithTag("PatrolPoint");

        Transform[] wayPoints = new Transform[pointList.Length];
        int         i         = 0;

        foreach (GameObject obj in pointList)
        {
            wayPoints[i] = obj.transform;
            i++;
        }
        //针对每一个行为进行初始化, 针对于每个行为进行状态到行为转变的添加
        //巡逻
        Patrol patrol = new Patrol(wayPoints, this);

        patrol.AddTransition((int)Transition.SawPlayer, (int)FSMActionID.Chasing);
        patrol.AddTransition((int)Transition.NoHealth, (int)FSMActionID.Dead);
        //追逐
        Chase chase = new Chase(wayPoints, this);

        chase.AddTransition((int)Transition.ReachPalyer, (int)FSMActionID.Attacking);
        chase.AddTransition((int)Transition.LostPlayer, (int)FSMActionID.Patroling);
        chase.AddTransition((int)Transition.NoHealth, (int)FSMActionID.Dead);
        //攻击
        Attack attack = new Attack(wayPoints, this);

        attack.AddTransition((int)Transition.SawPlayer, (int)FSMActionID.Chasing);
        attack.AddTransition((int)Transition.LostPlayer, (int)FSMActionID.Patroling);
        attack.AddTransition((int)Transition.NoHealth, (int)FSMActionID.Dead);
        //死亡
        Dead dead = new Dead();

        dead.AddTransition((int)Transition.NoHealth, (int)FSMActionID.Dead);

        //把状态列表进行初始化
        AddFSMState(patrol);
        AddFSMState(chase);
        AddFSMState(attack);
        AddFSMState(dead);

        StartFSM(patrol);
    }
Exemplo n.º 4
0
        protected override void InitialiseBrain()
        {
            brain = new StateMachine.FSM(this);
            var patrol = new Patrol();
            var dead   = new Dead();

            patrol.AddTransition(dead, () => { return(!IsAlive); });

            brain.AddState(patrol);
            brain.AddState(dead);
            brain.Initialise("Patrol");
        }
    private void InitFSM()
    {
        fsm = new FSMsystem();
        FSMstate patrol = new Patrol(fsm);

        patrol.AddTransition(Transition.SpotPlayer, StateID.Chase);
        fsm.AddState(patrol);
        FSMstate chase = new Chase(fsm);

        chase.AddTransition(Transition.LostPlayer, StateID.Patrol);
        fsm.AddState(chase);
    }
Exemplo n.º 6
0
        protected override void InitialiseBrain()
        {
            brain = new StateMachine.FSM(this);
            var patrol = new Patrol();
            var dying  = new Dying(CorpseAppearance);
            var dead   = new Dead();

            patrol.AddTransition(dying, () => { return(!IsAlive); });
            dying.AddTransition(dead, () => { return(dying.HitGround); });

            brain.AddState(patrol);
            brain.AddState(dying);
            brain.AddState(dead);
            brain.Initialise("Patrol");
        }