Exemplo n.º 1
0
 // Update is called once per frame
 void Update()
 {
     timer += Time.deltaTime;
     if (timer > inerval)
     {
         GameObject go = Instantiate(dustPrefab, RandomLocationGenerator.RandomWalkableLocation(), Quaternion.identity);
         go.GetComponent <SpriteRenderer>().color = Random.ColorHSV();
         timer = 0;
     }
 }
        // Update is called once per frame
        void Update()
        {
            switch (currentState)
            {
            case State.INITIAL:
                target = RandomLocationGenerator.RandomPatrolLocation();

                GOTarjet.transform.position = target;
                ChangeState(State.ENTER);
                break;

            case State.ENTER:
                if (RouterExecutor.currentState == FSM_RouteExecutor.State.TERMINATED)
                {
                    ChangeState(State.MAKE_POO);
                }
                break;

            case State.MAKE_POO:
                Instantiate(MouseBB.pooPrefab, transform.position, Quaternion.identity);
                GOTarjet = MouseBB.RandomExitPoint();
                ChangeState(State.EXIT);
                break;

            case State.EXIT:
                if (RouterExecutor.currentState == FSM_RouteExecutor.State.TERMINATED)
                {
                    ChangeState(State.DESTROY);
                }
                break;

            case State.DESTROY:
                Destroy(gameObject);
                break;
            }
        }
Exemplo n.º 3
0
    // Update is called once per frame
    void Update()
    {
        switch (currentState)
        {
        case States.INITIAL:
            ChangeState(States.MISSINGPOINT);

            break;

        case States.MISSINGPOINT:
            target = RandomLocationGenerator.RandomPatrolLocation();

            GOTarjet.transform.position = target;
            ChangeState(States.GOTOPOINT);
            break;

        case States.GOTOPOINT:
            if (RouterExecutor.currentState == FSM_RouteExecutor.State.TERMINATED)
            {
                ChangeState(States.MISSINGPOINT);
            }
            break;
        }
    }